Instead of the rather fruitless back-and-forth we've all (myself included) been engaging in in recent months, how about trying something a little more constructive?
How would you fix/improve the CT trade system if you were in a position to do so? Even if you think the system is good enough, you may have some ideas for improving on it. 'Good enough' is, after all, the enemy of perfection.
And if you feel the trade system is already perfect, feel free to refrain from posting in this thread.
Here are a few preliminary ideas of mine:
I think I'd split the sytem up in two: A 'standard' or 'ordinary' system and a system for generating 'interesting events'.
The standard system would be the current freight and passenger system with a few minor tweaks. It would represent be the 'bread and butter' economics of a tramp ship and it would be geared to letting an old ship with a modest mortgage survive. It would include vanilla maintenance rules that made it more expensive to keep an old ship flying. There might also be a very generic system for speculative trade. Half a dozen or a dozen broad categories, perhaps ('agricultural produce' 'low-tech trinkets', 'mid-tech doodads', 'high-tech gadgets', etc,). The idea would be that a PC group that didn't really want to bother with the economic side of things would be able to get them over with quickly and painlessly.
The 'interewsting events' would include a tweaked speculative trade system (a better version of the existing one where the kind and amount of goods you found would be related to the population and trade classification of the world you were on. But it would also include major breakdowns and major opportunities. Things like MCr10 computers for MCr4 wouldn't occur automatically on the trade tables, they would be 'specials' introduced by the referee. Likewise, breakdowns wouldn't be the result of a bad die roll but down to referee decision.
I'd also include a set of tables for giving more depth to individual passengers.
More specific ideas later.
Hans
How would you fix/improve the CT trade system if you were in a position to do so? Even if you think the system is good enough, you may have some ideas for improving on it. 'Good enough' is, after all, the enemy of perfection.
And if you feel the trade system is already perfect, feel free to refrain from posting in this thread.
Here are a few preliminary ideas of mine:
I think I'd split the sytem up in two: A 'standard' or 'ordinary' system and a system for generating 'interesting events'.
The standard system would be the current freight and passenger system with a few minor tweaks. It would represent be the 'bread and butter' economics of a tramp ship and it would be geared to letting an old ship with a modest mortgage survive. It would include vanilla maintenance rules that made it more expensive to keep an old ship flying. There might also be a very generic system for speculative trade. Half a dozen or a dozen broad categories, perhaps ('agricultural produce' 'low-tech trinkets', 'mid-tech doodads', 'high-tech gadgets', etc,). The idea would be that a PC group that didn't really want to bother with the economic side of things would be able to get them over with quickly and painlessly.
The 'interewsting events' would include a tweaked speculative trade system (a better version of the existing one where the kind and amount of goods you found would be related to the population and trade classification of the world you were on. But it would also include major breakdowns and major opportunities. Things like MCr10 computers for MCr4 wouldn't occur automatically on the trade tables, they would be 'specials' introduced by the referee. Likewise, breakdowns wouldn't be the result of a bad die roll but down to referee decision.
I'd also include a set of tables for giving more depth to individual passengers.
More specific ideas later.
Hans