I notice that per-parsec trade made it in as wellOriginally posted by thrash:
In fact, I think I was successful in convincing Jon Zeigler that GURPS Traveller: Interstellar Wars should not assume bank financing as the default for just this reason.
You're right, because I'm not sure how to.Originally posted by rancke:
Your're not accounting for the one case that I'm basing my claim that the trade system is broken on, namely the carefully designed ship with a carefully selected crew that nevertheless cannot make it on a perfectly reasonable route.
I don't think the rates do correspond to J2 but I could be wrong. I always felt they corresponded to something between J1 and J2 but we do agree J1 makes money easy and J3 is unlikely to, at least without subsidies and perhaps a mail contract.Originally posted by rancke:
But your ship is carefully selected in that it's a jump-2 ship. The standard freight and passenger rates corresponds pretty well to the optimum rate for jump-2 traffic. The problem I have with them is that they allow (properly designed) jump-1 traffic to make out like bandits and drive jump-3 traffic into bankruptcy.
And I tell you that you're wrong. Jump-3 traffic cannot make it.Originally posted by rancke:
</font><blockquote>quote:</font><hr />I DO believe the system WILL "allow all ships run in a reasonable manner to be able to make it along all routes" provided such ships are properly designed and operated and the tailored to the route.
Oh absolutely. With each tweak of the design rules there were ramifications to the trade rules that were never (or rarely) addressed. But it should make sense using the same book (LBB2)Originally posted by rancke:
(Incidentally, there's a complicating factor: The various ship design systems give different results. Book5 ships, for instance, spend several percent of their volume on power plant fuel, whereas T4 designs require extra tonnage to carry small craft.)
You wouldn't have to twist my arm to accept that proposition, but do note that it is every bit as canonical as the trade system you so fervently believe in. If you're willing to ignore the one, why not ignore the other? Answer: You think the first sounds silly but that the second sounds OK. Well, I don't think that fixed freight and passenger rates that are guaranteed to drive a ship into bankruptcy sounds OK. Do you?</font>[/QUOTE]Equally canonical yes, equally valid I'd argue not. I think (more hope maybe) that Marc gave the trade rules a bit of thought and testing, while the 9 of 10 and 99 of 100 sound too much like off the cuff fluff to be taken too seriously. Just my opinion.Originally posted by rancke:
</font><blockquote>quote:</font><hr />That 9 out of 10 and 99 out of a 100 in Book 7 strikes me as a simple off the cuff and not thought out line for the sole purspose of color text.
Maybe M.I.S.T.K!Originally posted by Sigg Oddra:
...Who sponsors scientists' Lab Ships?
First, speculation is not a Vegas crapshoot. It's saying, "I have a supply of goods here and a market there, and I'm going to transport the goods to market. Based on price indices at the source and the market, I can reasonably expect to turn a profit of [fill-in-the-blank]."Originally posted by thrash:
"Speculation" is not a sound business plan, basically by definition.
First, speculation is not a Vegas crapshoot. It's saying, "I have a supply of goods here and a market there, and I'm going to transport the goods to market. Based on price indices at the source and the market, I can reasonably expect to turn a profit of [fill-in-the-blank]."</font>[/QUOTE]I think you have almost changed my mind on this part of the business plan. I'm just not sure how one can work it into the defacto crapshoot part of speculative trading in Book 2. There it is a crapshoot just what kind of goods you'll get as far as it being advantageous for any trade pair.Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by thrash:
"Speculation" is not a sound business plan, basically by definition.
It most certainly is. The difference is that a commodities trader covers enough transactions that on the average he has a positive expectation of profit. This is not applicable to single-ship speculation according to the rules in Book 2, unless one is excessively (and unrealistically) well-capitalized.Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by thrash:First, speculation is not a Vegas crapshoot.
And how do you propose to model this in CT, which has no such mechanism to analyze?</font>[/QUOTE]I don't care to model it, thrash, because I perfer to play the game than play with the game. I don't want nor need the game to be a precise simulation to be fun and playable - to that end the rules as written work just fine.It's saying, "I have a supply of goods here and a market there, and I'm going to transport the goods to market. Based on price indices at the source and the market, I can reasonably expect to turn a profit of [fill-in-the-blank]."
The bank won't normally finance the ship at all, unless the purchaser can show that he has a reasonable expectation of being able to make good on his payments. This requires a reliable business plan.</font>[/QUOTE]And with the wealth of information that is available to the characters that is easy enough to do - I'm sorry that you and the rest of the gearheads who feel the need to dissect the books can't see this.Originally posted by thrash: </font><blockquote>quote:</font><hr />Second, the bank (or other lender) isn't financing speculative goods - they're financing a ship, a physical asset that can be recovered if the purchaser can't make good on the payments.
And what do you say when the bank's loan officer asks you what happens if another merchant shows up and outbids you for the goods?Originally posted by Black Globe Generator:
First, speculation is not a Vegas crapshoot. It's saying, "I have a supply of goods here and a market there, and I'm going to transport the goods to market. Based on price indices at the source and the market, I can reasonably expect to turn a profit of [fill-in-the-blank]."
I much prefer Book5 to Book2. Book 2 allow several combinations of TL and jump capacity that are illegal by any other set of rules (Unless you count the 'grandfathering' rule in Book 5 that allowed Book 2 to still be used -- something that I think should be considered as pure gaming artifice).Originally posted by far-trader:
With each tweak of the design rules there were ramifications to the trade rules that were never (or rarely) addressed. But it should make sense using the same book (LBB2)![]()
The trade rules may have been tested a bit. They certainly weren't tested thoroughly. Still, they work well enough for small PC-run tramp freighters (At least as long as there is a good referee to curb the more egregious examples of player ingenuity. I was once in a campaign where the ref played By The Book. We had a real blast running the trade system ragged until it began to pall after two or three sessions during which we made 3 billion credits).Equally canonical yes, equally valid I'd argue not. I think (more hope maybe) that Marc gave the trade rules a bit of thought and testing, while the 9 of 10 and 99 of 100 sound too much like off the cuff fluff to be taken too seriously. Just my opinion.
First of all, I thought it was a specific jump-2 vessel that it didn't work for[*], and secondly, I'm sure that what doesn't work is Book 2 freight and passenger service, not Book 2 speculative trade. There's a very big difference.My main argument has always been with what has seemed a practically unanimous voice of Travellers saying Book 2 trade doesn't work for J2 free-traders. I think you're the first I've found who thought otherwise, and we do seem more in agreement than not, but differ on minor points. It's always interesting reading your take.
At least as long as the players don't hit on one of the flaws or the referee is good enough to head them off at the pass when they do. But what's your problem, then? Chris isn't trying to prevent you from playing your game. He is just trying to make the background a little more self-consistent. He isn't trying to get you to play the captain of a jump-3 freighter that jumps back and forth between the same two worlds year in and year out, carrying freight only and doing no speculative trading. He's just trying to convince you that anyone who did something like that would have to charge more than Cr1000 per dT or go broke.Originally posted by Black Globe Generator:
I don't care to model it, thrash, because I prefer to play the game than play with the game. I don't want nor need the game to be a precise simulation to be fun and playable - to that end the rules as written work just fine.
Marc Miller can dictate the axioms, since it is his game. He can't dictate the ramifications, nor can he reconcile contradictions by edict. Truth and logic just doesn't work that way, however much you seem to believe they do.Originally posted by Aramis:
Plain and simple, they retreat to modern economics practices to rationalize their views of traveller, even when told by the designer that they are wrong. S'beit.
You know, Aramis, I could have sworn that a while back I pointed out that under those circumstances there would be no freight and passengers at all on jump-3+, since each dT of freight and each passenger would represent a huge loss. At 5,000 Credits per dT, each passenger cabin represents a constant loss of Cr20,000 per jump, only offset by Cr8,000 whenever there was a middle passenger to carry (a high passenger would pay Cr10,000, but his dT of luggage space will represent another Cr5,000 of loss.)Bk2 and T20 provide a paradigm for trade that makes it quite plausible to make the requisite KCr2/revenue ton. It is a major brain-shift, however, from modern freight and flight:
Where you go is determined by what you buy.
Under this mode, you can get average revenue up to about KCr2 per revenue ton with J1; KCr3 with J2, and about KCr5 with J3.
Why the improvements with J#?
more worlds to choose from. More than half of the tables are KCr10+. At KCr10, each +1dm is about KCr1 difference in value. At KCr50/ton, each +1 is about KCr5, etc.
And if you can do it then so can others. In a realistic environment, rivals would show up for your cargoes and press the price up. You can't demonstrate that the trade system is realistic by showing that you can play it like a fiddle. I know it can be played like a fiddle. As I've mentioned before, my player group once made 3 billion credits in three game sessions. How does that prove that it is realistic?Picking the right target world means picking a world that maximizes resale mods. Under Bk2, one can get some pretty high mods... With J3, and a good broker, I can usually get DM+6 or more. Which means the average 30 tons of spec are making KCr6+ per ton, with occasional hits of KCr60/ton.
I would think subtracting a die for each jump, which would give this:Originally posted by robject:
Thus at a high population world, there might be 3D high passengers travelling up to one jump, 3D-2D travelling 2 jumps, and 2D-1D travelling 3 jumps.