Enoki
SOC-14 1K
I tried looking through old threads for something on this, maybe I missed it.
Anyway, I was fooling around with some aspects of economics and noticed that in CT / MT that cargo is supposed to pay 1000 Cr per ton when taken as part of a ship's load. I couldn't find any adjustments for jump distance, etc.
What I noticed from that is that any merchant ship that has greater than a M1 J1 capacity is losing money per ton of cargo compared to that baseline. That is, if you go from say J1 to J3 you lose about 10% on the value of the cargo due to increased fuel, crew, maintenance, and other operating costs.
Since the rules don't appear to have any adjustment for jump distance this is a serious problem. It becomes uneconomical to take cargo if you are jumping more than about J2 or have more than an M1 drive on a ship.
This could be extended to other "add ons" the ship might have like armament (if truly necessary), or the like.
I think there should be an adjustment for cargo based on jump distance, cost of down porting it if you can't land, cost of maneuver drive time (if greater than some norm for whatever reason), etc.
Sure, there is some economy of scale. But, for most Traveller play and groups we're talking ships under 1000 tons and operating on pretty thin profit margins.
An example might be raising the cost of cargo per ton to 100 Cr per Jump number greater than 1 and 25 Cr a ton for a maneuver number greater than 1. If the ship is paying for full delivery without landing add 50 Cr to cover that cost.
Those are just some preliminary numbers, not something I calculated out exactly.
Your thoughts?
Anyway, I was fooling around with some aspects of economics and noticed that in CT / MT that cargo is supposed to pay 1000 Cr per ton when taken as part of a ship's load. I couldn't find any adjustments for jump distance, etc.
What I noticed from that is that any merchant ship that has greater than a M1 J1 capacity is losing money per ton of cargo compared to that baseline. That is, if you go from say J1 to J3 you lose about 10% on the value of the cargo due to increased fuel, crew, maintenance, and other operating costs.
Since the rules don't appear to have any adjustment for jump distance this is a serious problem. It becomes uneconomical to take cargo if you are jumping more than about J2 or have more than an M1 drive on a ship.
This could be extended to other "add ons" the ship might have like armament (if truly necessary), or the like.
I think there should be an adjustment for cargo based on jump distance, cost of down porting it if you can't land, cost of maneuver drive time (if greater than some norm for whatever reason), etc.
Sure, there is some economy of scale. But, for most Traveller play and groups we're talking ships under 1000 tons and operating on pretty thin profit margins.
An example might be raising the cost of cargo per ton to 100 Cr per Jump number greater than 1 and 25 Cr a ton for a maneuver number greater than 1. If the ship is paying for full delivery without landing add 50 Cr to cover that cost.
Those are just some preliminary numbers, not something I calculated out exactly.
Your thoughts?