far-trader
SOC-14 10K
Given your mention later on down the post about prohibiting PC Brokers (which is a very reasonable idea, since Travellers would lack the necessary local connections to routinely support lucrative deal-making), this is an excellent place to apply all sorts of PC skills such as Trader (or Steward for passengers, or Bribery for extra cargo opportunities, or Admin, or Carousing, or whatever) in order to get more rolls.Originally posted by boomslang:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
1 - Open end the rolls for passengers and freight a little to allow better ships to attract more of each, to support the idea of the bigger longer range ships. The simple method I've employed for this in MTU is instead of simply one roll per week I make it one roll per week per jump to your announced destination. J1 ships get one roll, J2 ships going J2 get two rolls, J2 ships going J1 get one roll, etc.
I'd expect this to be sensitive to more than simply jump distance though; "per parsec" rates aside, a Poor world is unlikely to have a lot of cargo and passengers needing Jump-4 transport very often, I would expect -- there's likely to be much more traffic to the Rich or Industrial world Jump-2 away, right? </font>[/QUOTE]I'd not though of it that way, but you're right, a straight distance = more trade doesn't make a lot of sense. Your take starts to sound like a market system, where each world has a certain level of trade with each other world in it's area of trade.
Said area could be dependant on the distances invloved to a degree, the types of goods available for trade, and even the type of systems involved (as in main, tertiary or fringe). What else?
That's maybe more the way to do it, and I suspect it's been done in Gurps but I've not looked at it. Maybe there's a simple way to apply it to CT based on what is usually used. The Pop code and TL, and the standard trade tables and trade codes, but with some mechanic to account for the amount of trade between two systems.
It's been a while since I looked at Book 7 but I don't recall anything like this in it so I'm not sure there's much to gain from it. My memory of the trade system there is it basically took the speculative table and said roll that for each cargo lot from the old freight table. Essentially making all tramp trade speculative if the merchie has the funds or allowing them to simply be the hired hauler for someone else's speculative trade. Or maybe my memory is foggy