far-trader
SOC-14 10K
Wow, I drop off the boards for a bit and it all goes to...
Hello again
What fun, and me stuck with dial up and so much to review, oh well, maybe not. I will jump in here though. To generally badger some of you with a hearty "Per jump does work!" and a save for daryen who is NOT being completely unreasonable
...hmmm, I read daryen's lament too quickly earlier, he wants per parsec not a working per jump model, oh well...
Workable CT Book 2 Far-Trader:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 400.0T Hull - Standard 16.000
Streamlined 4.000
+50.0T Drives Section
-25.0T Jump Drive D-2 40.000
-3.0T Maneuver B-1 8.000
-13.0T Powerplant D-2 32.000
-9.0T reserved/waste
+350.0T Main Section
-80.0T Fuel x2Parsecs
-20.0T Fuel x4 Weeks
-20.0T Bridge - Standard 2.000
-1.0T Computer 1bis 4.000
Programs: 1.000
Maneuver: 1
Generate: 1
Navigate: 1
Jump 1P : 1
Jump 2P : 2
Library : 1
-44.0T Staterooms x11 5.500
Crew x3
Pass x8
-4.0T Lowberths x8 0.400
Pass x8
-1.0T Hardpoints x1 0.100
-180.0T Cargo Holds
Baggage x9T
Freight x171T
Prototype final cost: MCr113.000
Purchase final price: MCr101.700</pre>[/QUOTE]Crew requirements:
Pilot-2/Navigator-2 (salary Cr8,625 monthly)
Engineer-2/Engineer-2 (salary Cr6,600 monthly)
Steward-1/Medic-2 (salary Cr4,125 monthly)
Financial breakdown:
+Cr6,475,000 annual revenue at full capacity (8 high passages, 8 low passages, 171tons freight)
-Cr5,085,000 annual loan payments over 40 years
-Cr225,000 annual fuel expense (unrefined) for 25 J2 trips
-Cr570,000 annual life support costs for 25 trips full capacity (3 crewpersons, 8 high passages, 8 low passages)
-Cr101,700 annual maintenance (requires 2 weeks at port)
-Cr232,200 annual salaries for crew (including 2 weeks paid leave)
-Cr2,500 annual berthing costs (6 days per port for 25 trips)
-----------
+Cr258,600 annual profits (operating at class C, D, and E ports)
So there! As I've said before it can be done under the per jump rates and Book 2 rules. You just have to design the ship properly and choose the right crew and route. As noted this ship will operate at a profit running just freight if it sticks to the lower class starports to avoid that refined fuel gouge at class A and B ports. A kind ref might even allow that the drives are naval rated to avoid any drive malfunctions and/or misjumps. Or one might mix in some Book 5 and add a purification plant in that extra drive space. But neither is really neccessary. The crew can even use refined fuel some of the time and still break even. With one good speculation cargo they can probably afford to buy the good stuff all year. And besides, the potential breakdowns and misjumps for using unrefined fuel are adventures just waiting to happen, right
You may be questioning the stateroom and lowberth totals. They are based on average numbers rather than optimistic ones since running empty passenger space is a credit drain even though when filled it is your best return. The financial breakdown is optimistic in anticipating always filling with high passengers when it will often be half high and half middle. But even at that lower (perhaps more realistic) operation it will still show an annual profit of Cr58,600. Not enought to get rich (that's what speculation is for) but enough to stay warm and fed.
What do you think? Do I get the mortgage? You can actually just hop in this thing without a credit to your name (well, if it comes fueled and with a full life support charge) and start making money. With some luck you won't have a fuel related drive problem until you've made enough to speculate a little so you can operate out of better ports and buy refined fuel.
And of course what this ship shows is that I can undercut anyone thinking they need to and deserve to charge a per jump rate for your freight or trip. Who's going out of business?
So what is up with that silly Empress class Far-Trader? Obviously it was thrown together as an Adventure ship and NOT a Merchant ship. I hope that's the explanation rather than it was just badly done without any thought. The only way it can work in the per jump charge rules is if it's bought outright or 40years old on a second mortgage.
I can almost make a new 200ton Far-Trader work but it requires house rules and cheats (actually just sub 200ton, and using 1st edition Jump drive rules so you can run a smaller powerplant, and a Book 5 powerplant for less fuel there, and it's TL15, and... ).
Nope the easiest is to just make it at a tonnage and design that actually works. Voila. Note how close it is to the Solomani type AS Free-Trader which is actually a Far-Trader. That ship almost works too, but they went and used a custom hull, and dropped in a D maneuver drive, and a launch on an already streamlined design, and they also over-crew it and over-arm it. All that is profit spaced and no way to design a working ship.
But it is just a game so if the Empress is the cool ship your group has to have and you end up going broke running it (or rather, trying to run it) as a business and have to skip, well that's an adventure too. Hope it's one that makes you enough to settle up with the bank before that tracer catches you.
I'll catch you all, later
Hello again
![](/proxy.php?image=http%3A%2F%2Fsmile.gif&hash=1cfd60796e07197b75d7b7de95fa9177)
What fun, and me stuck with dial up and so much to review, oh well, maybe not. I will jump in here though. To generally badger some of you with a hearty "Per jump does work!" and a save for daryen who is NOT being completely unreasonable
![](/proxy.php?image=http%3A%2F%2Fsmile.gif&hash=1cfd60796e07197b75d7b7de95fa9177)
Here you go daryen, you get the first off the production line, the Fairplay class Far-Trader, hot from the facilities of Journeyman Design Bureau...Originally posted by daryen:
...and again, the reason I want per-parsec is so that I can play the game I want (trading in a J2 ship) according to the rules without having to either 1) use house rules, 2) have my PC go broke, or 3) have my PC get insanely rich using loopholes in the rules.
...hmmm, I read daryen's lament too quickly earlier, he wants per parsec not a working per jump model, oh well...
Workable CT Book 2 Far-Trader:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 400.0T Hull - Standard 16.000
Streamlined 4.000
+50.0T Drives Section
-25.0T Jump Drive D-2 40.000
-3.0T Maneuver B-1 8.000
-13.0T Powerplant D-2 32.000
-9.0T reserved/waste
+350.0T Main Section
-80.0T Fuel x2Parsecs
-20.0T Fuel x4 Weeks
-20.0T Bridge - Standard 2.000
-1.0T Computer 1bis 4.000
Programs: 1.000
Maneuver: 1
Generate: 1
Navigate: 1
Jump 1P : 1
Jump 2P : 2
Library : 1
-44.0T Staterooms x11 5.500
Crew x3
Pass x8
-4.0T Lowberths x8 0.400
Pass x8
-1.0T Hardpoints x1 0.100
-180.0T Cargo Holds
Baggage x9T
Freight x171T
Prototype final cost: MCr113.000
Purchase final price: MCr101.700</pre>[/QUOTE]Crew requirements:
Pilot-2/Navigator-2 (salary Cr8,625 monthly)
Engineer-2/Engineer-2 (salary Cr6,600 monthly)
Steward-1/Medic-2 (salary Cr4,125 monthly)
Financial breakdown:
+Cr6,475,000 annual revenue at full capacity (8 high passages, 8 low passages, 171tons freight)
-Cr5,085,000 annual loan payments over 40 years
-Cr225,000 annual fuel expense (unrefined) for 25 J2 trips
-Cr570,000 annual life support costs for 25 trips full capacity (3 crewpersons, 8 high passages, 8 low passages)
-Cr101,700 annual maintenance (requires 2 weeks at port)
-Cr232,200 annual salaries for crew (including 2 weeks paid leave)
-Cr2,500 annual berthing costs (6 days per port for 25 trips)
-----------
+Cr258,600 annual profits (operating at class C, D, and E ports)
So there! As I've said before it can be done under the per jump rates and Book 2 rules. You just have to design the ship properly and choose the right crew and route. As noted this ship will operate at a profit running just freight if it sticks to the lower class starports to avoid that refined fuel gouge at class A and B ports. A kind ref might even allow that the drives are naval rated to avoid any drive malfunctions and/or misjumps. Or one might mix in some Book 5 and add a purification plant in that extra drive space. But neither is really neccessary. The crew can even use refined fuel some of the time and still break even. With one good speculation cargo they can probably afford to buy the good stuff all year. And besides, the potential breakdowns and misjumps for using unrefined fuel are adventures just waiting to happen, right
![Wink ;) ;)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png)
You may be questioning the stateroom and lowberth totals. They are based on average numbers rather than optimistic ones since running empty passenger space is a credit drain even though when filled it is your best return. The financial breakdown is optimistic in anticipating always filling with high passengers when it will often be half high and half middle. But even at that lower (perhaps more realistic) operation it will still show an annual profit of Cr58,600. Not enought to get rich (that's what speculation is for) but enough to stay warm and fed.
What do you think? Do I get the mortgage? You can actually just hop in this thing without a credit to your name (well, if it comes fueled and with a full life support charge) and start making money. With some luck you won't have a fuel related drive problem until you've made enough to speculate a little so you can operate out of better ports and buy refined fuel.
And of course what this ship shows is that I can undercut anyone thinking they need to and deserve to charge a per jump rate for your freight or trip. Who's going out of business?
So what is up with that silly Empress class Far-Trader? Obviously it was thrown together as an Adventure ship and NOT a Merchant ship. I hope that's the explanation rather than it was just badly done without any thought. The only way it can work in the per jump charge rules is if it's bought outright or 40years old on a second mortgage.
I can almost make a new 200ton Far-Trader work but it requires house rules and cheats (actually just sub 200ton, and using 1st edition Jump drive rules so you can run a smaller powerplant, and a Book 5 powerplant for less fuel there, and it's TL15, and... ).
Nope the easiest is to just make it at a tonnage and design that actually works. Voila. Note how close it is to the Solomani type AS Free-Trader which is actually a Far-Trader. That ship almost works too, but they went and used a custom hull, and dropped in a D maneuver drive, and a launch on an already streamlined design, and they also over-crew it and over-arm it. All that is profit spaced and no way to design a working ship.
But it is just a game so if the Empress is the cool ship your group has to have and you end up going broke running it (or rather, trying to run it) as a business and have to skip, well that's an adventure too. Hope it's one that makes you enough to settle up with the bank before that tracer catches you.
I'll catch you all, later
![](/proxy.php?image=http%3A%2F%2Fsmile.gif&hash=1cfd60796e07197b75d7b7de95fa9177)