Thanks for that!
So, in terms of the concerns mentioned by S4, kilemall, and myself, as well as some others I'm adding now:
- pirate encounters
- misjumsps and drive failure due to unrefined fuel
- delays and recovery times for recovering from injuries (average healing time 17 days for Wounded characters)
Does the certainty of being steady and in the black take these factors into account? Each of the above will obviously dictate more expenses (some very large) and time lost.
Does the assumption of the profit you outline (which seems to make sense to me) factor in these other expenses or delays that are presumed to be a part of the game?
Hard to readily assess, as starport affects encounters, but not revenue-related items in 1E.
It's very easy to make the income; it's not as easy to keep the ship safe.
IN CT 1E, the pirate is on 12, and the throw is 2d±PortMod A=+6, B=+4, C=+2, D=+1, E=–2 X=-4.
18: Patrol §
16-17: Yacht
15: Sub. Merchant (R)
14: Patrol §
13: Sub. Merchant (R)
12: Pirate §
9—11: Free Trader
≤8: No encounter.
§ Patrol and Pirates subtable: 2d6
8-12: "Cruiser" (Type C)
7: Yacht
2-6: Scout
In your typical C-port, that's a nat 10, for 3/36 or 1/12...
Nat 2: immediate attach
≤3: Hostile, attack on 5+
4: Hostile, attack on 8+
5: Hostile, attack if provoked
6+ neutral to friendly, non-threat even from pirate.
None of the mods to reactions make sense to apply.
The text does mention the reaction roll indirectly... when talking about friendly or better free traders...
And any hostile, pirate or not, is a threat and can attack.
So, on any encounter, the odds of being attacked are 1/36 + (2/36 * 30/36) + (3/36 * 15/36) = 141/1296. (≅10.9%)
If system pop B+, there's a DM-1, making that 1/36 + (5/36 * 30/36) + (4/36 * 15/36) = 246/1296 (≅19.0%)
Pirate adds 4/36 in Pop 0-A systems, which is likely to attack only if the target it weak... In a type A, that means type C so 4/36*15/36= 60/1296 added, for 201/1296 ≅15.5%
We'll ignore the unrollable pop B+...
Odds of encounter per "entry to system"
SP | NP Chance | Pirate Chance | Cbt Chance |
A | 30/36 | 5/36 | 5235/46656 ≅ 11.2% |
B | 27/36 | 5/36 | 4812/46656 ≅ 10.3% |
C | 21 | 3/36 | 3564/46656 ≅ 7.6% |
D | 15 | 2/36 | 2517/46656 ≅ 5.4% |
E | 3/36 | 0 | 423/46656 ≅ 0.9% |
X | 0 | 0 | 0/46656 ≅ 0% |
Noting that we don't go to X ports in a trader, because there's no place to trade...
6/35
9/35 = B
11/35 = C
4/35 = D
5/35 = E
SP | Port Chance | Cbt Chance | Odds of Trouble[/td |
A | 6/35 | 5235/46656 ≅ 11.2% | 31410/1632960 ≅ 1.9% [/td |
B | 9/35 | 4812/46656 ≅ 10.3% | 43308/1632960 ≅ 2.7% [/td |
C | 11/35 | 3564/46656 ≅ 7.6% | 39204/1632960 ≅ 2.4% [/td |
D | 4/35 | 2517/46656 ≅ 5.4% | 10068/1632960 ≅ 0.6% [/td |
E | 5/35 | 423/46656 ≅ 0.9% | 2115/1632960 ≅ 0.1% [/td |
126106/1632960 ≅ 7.7%
| | | |
[td]
[td]
[td]
[td]
[td]
[td]
[tc=2]Sum[/tc]
[tr][td]
So now, figure by 25 jumps per year at 2 rolls each... (92.3%^50)= 98% chance of at least one combat per year. And most of those will be short - 1 good hit should dissuade a non-desperate (nat 2) pirate.
CT-77 is the "easy" one to do the math on...