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General Annual Maintenance

gchuck

SOC-12
Knight
I get the idea of 'AM' on starships. Makes sense to me, especially since the game is mainly geared to craft owned by individuals.

I'm curious though, how most of you treat active duty vessels, i.e. Scout ships, Military craft, operating out of a 'fixed' base. Assumedly undergoing regular/weekly maintenance, with periodic repair/replacement of 'timed out' components(in the USAF it was considered a Phase inspection).

"Do you still require the 'Annual Maintenance' period in your games?"

chuck
 
Comparatively to modern weapon platforms, annual maintenance of one tenth of a percent is a steal.

Ten percent is likely more realistic for annual operating costs, default.
 
from what I see, Annual Maintenance is mandatory, or things start breaking down.
monthly maintenance isn't mandatory, but doing them gives you a discount on the AM.

I use T20. every MM gives a 5% discount on the AM, with a 50% cap to the discount. the total for doing it this way paying about 80% of the full AM versus doing the AM with no MM's for the full cost.

Military ships that are on long deployments might only get the AM, otherwise, they get MM's after short deployments, which saves the Navy Credits during AM. this is a lot of Credits when you consider how big some of these ships are, not to mention how many there are.
 
In theory, economies of scale kick in, the larger the ship.

However, it also has a minimum amount of, what, cargo, no, payload, to make that viable.
 
You could consider using a variant of Imperium with cheap but dicey frontier maintenance vs. full maintenance back at the worlds.
 
In theory, economies of scale kick in, the larger the ship.
To a point.

I think the larger the vessel, the longer the maintenance takes. You may be able to throw more staff and workers at it, but I think the larger ships will just flat out take more time than a smaller one.

Modern combat aircraft are very maintenance intensive. I know that something like an F-18 after, like, 2000 hours, they pretty much disassemble the entire air frame and bolt it back together. Far cry from cleaning the windows, changing the oil, and checking the tires.
 
In terms of High Guard design mechanisms, every cubic metre of volume has some form of overhead associated with it, whether cost or personnel.

This doesn't matter if it's cargo hold, a corridor or a power plant.

For Terran wet navy, there's a saying, steel is cheap, and air is free.
 
I get the idea of 'AM' on starships. Makes sense to me, especially since the game is mainly geared to craft owned by individuals.

I'm curious though, how most of you treat active duty vessels, i.e. Scout ships, Military craft, operating out of a 'fixed' base. Assumedly undergoing regular/weekly maintenance, with periodic repair/replacement of 'timed out' components(in the USAF it was considered a Phase inspection).

"Do you still require the 'Annual Maintenance' period in your games?"

chuck
I've always done it as orders to report 3 days before berthing scheduled, be there or be Captain, 1Off, 2Off and CEngr up on charges if you don't arrive prior to berthing time... It's the deep maintenance that cannot be done underway.

I'll note that this is based upon a reference, can't remember if mag or adventure, where field performance of AM is about 50% as CIP and some significant engineering, electronics, and mechanics rolls. It noted a requirement for breathable environment and significant tools.
 
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