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Fixing Book 2 Starship Economics

tbeard1999

SOC-14 1K
I've been playing around with Excel and trying to fix the starship economics in Book 2.

I don’t have GURPS Traveller Far Trader so forgive me if it already solved the problem. I’m a lawyer who does a lot of buying/selling of businesses, so it’s interesting to me in any case.

As I see it, there are two basic problems. The first is that the existing Traveller economics result in many starships (and especially my favorite ship) losing money -- and some losing a *lot* of money. Others make way too much money. The second is that way too much money is available to creative players.

After some tinkering, I’ve made some straightforward modifications to Book 2's systems and created a system that will allow certain starships to make a decent profit and cut down on the Big Money problem as well.

Assumptions are 2 jumps per week for 26 weeks, annual maintenance amortized monthly, buying refined fuel, a full load of middle and low passengers, 4 crew with 1 stateroom each, two crewmen are also gunners, at no additional salary. The two starships concerned are the Book 2 Free Trader and the Supp 7 Far Trader (I assumed it was a standard design and got the 10% discount).

With no modifications, the current system rewards the Free Trader with a monthly cash flow of $84,556. Way too much in my campaign. Even if she transports half the normal number of passengers (but a full cargo hold), she has a cash flow of $16,556. If the crew doubles up, she can carry 2 more middle passengers per trip, adding $32,000 to the ship's cash flow.

Unfortunately, my poor Far Trader is bankrupt, even with a full load, losing $14,088 per month. If the crew doubles up, she can carry 2 more middle passengers per trip, adding $32,000 to the ship's cash flow. Okay, I suppose, but still marginal. At least she might be sold for scrap.

Now, an important variable left off the above analysis is the equity in the starship. While equity is not cash, it *is* valuable and should be considered in any economic profit/loss analysis.

Now, if the starship has a useful life of 40 years, then the starship payments (and the 20% down payment) really are like expenses and cash flow will be a fair indicator of the venture's profit. But I don’t think that folks can buy 40 year old starships for 1 credit, so some value must be there after 40 years.

I think that this residual value would be pretty significant, as much as 50% of new cost for a 40 year old ship. And if the ship has that residual value after it's paid off, then that residual value should be added to the venture's profit.

Let's apply this to a mcr37 Free Trader. When the starship owner makes that last payment, he is a multi-millionare! He owns a ship worth half of mcr37 -- mcr17.5 - and that ship can comfortably generate a profit of around mcr2.5 per year. (Of course, he’s actually a multimillionaire when his starship’s equity equals mcr2.0).

The reason for mentioning this is to point out that that players can be “cash poor”, yet still campaign-threateningly *very* rich.

Imagine the astute player whose Merchant character musters out with a Free Trader with 20 years of payments left. His loan payoff should be about $18.6 million. (This the present value of the right to receive 240 more monthly payments of cr123,333, assuming a 5% interest rate). Yet, the ship is worth $27.75 million (assuming my percentages above). By simply selling the starship, the character can turn a mcr9 profit, and the campaign is wrecked. And how do new characters afford a share in this ship? They’d need to pay the current owner for the equity he has. So if 4 characters approached him to buy an equal share of the ship, each would have to pay him 1/5 of cr9 million! Or borrow the money from him.

Of course, you could increase the rate of depreciation on the starship. But if the ship has any significant value, the player can still cash out and be a millionaire. If the ship was worth 75% after 40 years, our 20 year old ship would still be worth about mcr23.12 with an mcr18.6 payoff. Muster out with mcr5? Where do I sign up?

And the high operational costs cause another problem.

The referee has to make rewards HUGE for adventures that require the ship to abandon its passenger/cargo route. Let’s say that the adventure would take the ship out of service for a month. The costs of operating the whip would be at least cr283,000 in that time period. And while it would be entertaining for the players to get a “huge” quarter million credit payday, only to discover that they’ve actually lost cr33,000, I think the joke would quickly wear thin.

Such huge numbers can make big trouble for unwary referees, as I see it.

But by fiddling around with the numbers, I have worked up a fix, at least for our Free Traders and Far Traders. And only a few changes are needed

1. Quarter the cost of all starships.

2. Change the bank payment to a 20 year, 5% note. Assume *nothing* down if the character received the ship as a mustering out benefit (his employer guaranteed the note, so no downpayment was needed). Each additional mustering out benefit pays 5 years on the note. For every million borrowed, the owner pays $6,600 per month. Ships depreciate at 3% per year for the first 20 years, then 1% per year thereafter. The owner will accumulate a little equity in the ship in the first ten years (less than cr1 million after 10 years), but nothing like in the default system.

3. High, middle, low passages and cargo revenues are *halved* -- a middle passage now costs $4000. Passage and cargo revenues are increased by 50% for Jump 2. So a single Jump-2 middle passage costs cr6000.

4. Require each crewman to occupy a single stateroom – “Union Regulations” require that one stateroom be allocated per crewmember, even if the crewmember doesn’t want a stateroom to himself.

5. Everything else remains the same.

Now, our Free Trader will turn a cr5170 profit each month. If the ship takes a month off, the costs will only amount to about cr78,000. So an adventure with a cr150,000 payoff suddenly becomes a big deal.

When the ship pays off, it will turn a cr66,000 profit each month and the ship will be worth about cr3.7 million. But for most of the life of the ship, there will be little equity in it. This should allow new characters to “buy in” cheaply.

And our Far Trader can make about cr22,146 per month, assuming all Jump-2 trips. If it can only make Jump-1 trips, it loses cr44,800 per month. So to make a decent profit, it must stay with Jump-2 routes if possible. Or at least make 1/3 of the trips Jump-2.

As an aside, this system also makes it possible to determine an economically sound lease rate for starships. For simplicity, assume no downpayment (if the characters look particularly shady, let the finance company charge a “handling fee” of whatever the characters can afford). Lease payments on a 20 year lease would be cr5400 per month per million dollars of value. At the end of the lease, the ship can be turned in or purchased for 40% of original cost. This assumes an annual capital cost (i.e. “interest”) of 5% and depreciation of 3% per year.

A leased ship would give the operators more cash flow, at the cost of limits on operations and maintenance requirements. Excessive wear and tear would also be charged if they turn the ship in.

Comments?
 
I'm not trying to argue, just commenting, here:

I'm not sure how having Mcr 9 would "Wreck" A campaign.

What do they buy with that?

Land, Ships? A **Bigger** stash of guns?

Or is it a case of "I can't motivate the players with money for any small time adventures, if they got Mcr 9?"

If you got Mcr 9 Mil and your daughter is captured, and they ask for 10 mil, the Pilot / Owner aboard needs to generate a million more in say, a week.

Or he/she hires a crack team of Commandoes to "Rescue" the daughter...Introduce the PC's, a la on Wings of Eagles.

Or he hires them, and in the process, some uninvolved parties get killed, and the PCs are on the run = another adventure or series of them, past the first.

If you sell off your ship, and "Retire", seems to me then you are a lot like an Untitled Noble Patron, more than anything else, who, being able to buy a Small Moon, will get bored with it, and perhaps seek the thrill of adventure, hook up with a group of guys with a Big Stash of guns, and tool around the galaxy.. for the hell of it.

If that isn't the case, I think I greatly misunderstand the purpose of the Type Y Yacht.

Software packages, at least in Classic Travller cost a lot, as do missiles, etc.

Or would it be the case, this guy with the 9 mil just invests in in whatever you have going for your Sector Megacorp markets, from a few articles in JTAS, or challenge, that I dimly recall.

Again, freeing him / the group up to cruise around.

Plus the flavor, as: If the guy who is New Money Rich tries to worm his way into the Court of the Nobility, he's rebuffed, he's a nobody with Soc 7 or something.

Maybe he begins Travelling to earn a Knighthood, even hooking up with jobs that are low pay / Extremely dangerous, covert ops for the Navy, or something, smuggling stuff behind enemy lines, or some kind of spy work a la James Bond.

I mean, okay, in D&D Terms, the guy with 9 Million Gold Pieces goes off and buys a Keep, or has one constructed, and he's instantly broke, since his funds are used up in putting Equity into his Medieval house.

I'm just not sure I agree with the premise. Seems to me like it is a problem of scale.

Ultimately if the PC is generated and player says, "Okay, I sell my ship off and retire", you are within rights to say, "Good deal, you are now an NPC Patron for the group, and can play that guy on a part time basis as-needed, gen up a new PC."

I mean easily, that's how I'd work it in my circle of Traveller Grogs.

Large lines / corps have not only 9 million but 900 million, and they have to make payroll, twice a month, yes?

I just don't see it as a problem, all that much.

- Merxiless
 
This also has me thinking:

If the ship can't make money running cargo and passengers, "Always Operating at a loss," have some kind of company store deal, where the PC's get ship payments, in exchange for doing Missions for some Noble, or Megacorp patron, Shady or not, and then work them into a company store deal, that they can't get out of, or become blackmailed into being tieds to whoever's nefarious scheme to smuggle, etc.

Once they are in, they can't get out, and could easily be on the run from the law, the smuggler patron, or both.

Actually, that sounds like a good adventure for Flynn's magazine.


Glad you posted this thread.
 
Originally posted by Merxiless:
I'm not trying to argue, just commenting, here:

I'm not sure how having Mcr 9 would "Wreck" A campaign.

What do they buy with that?

Land, Ships? A **Bigger** stash of guns?

Or is it a case of "I can't motivate the players with money for any small time adventures, if they got Mcr 9?"

If you got Mcr 9 Mil and your daughter is captured, and they ask for 10 mil, the Pilot / Owner aboard needs to generate a million more in say, a week.

Or he/she hires a crack team of Commandoes to "Rescue" the daughter...Introduce the PC's, a la on Wings of Eagles.

Or he hires them, and in the process, some uninvolved parties get killed, and the PCs are on the run = another adventure or series of them, past the first.

If you sell off your ship, and "Retire", seems to me then you are a lot like an Untitled Noble Patron, more than anything else, who, being able to buy a Small Moon, will get bored with it, and perhaps seek the thrill of adventure, hook up with a group of guys with a Big Stash of guns, and tool around the galaxy.. for the hell of it.

If that isn't the case, I think I greatly misunderstand the purpose of the Type Y Yacht.

Software packages, at least in Classic Travller cost a lot, as do missiles, etc.

Or would it be the case, this guy with the 9 mil just invests in in whatever you have going for your Sector Megacorp markets, from a few articles in JTAS, or challenge, that I dimly recall.

Again, freeing him / the group up to cruise around.

Plus the flavor, as: If the guy who is New Money Rich tries to worm his way into the Court of the Nobility, he's rebuffed, he's a nobody with Soc 7 or something.

Maybe he begins Travelling to earn a Knighthood, even hooking up with jobs that are low pay / Extremely dangerous, covert ops for the Navy, or something, smuggling stuff behind enemy lines, or some kind of spy work a la James Bond.

I mean, okay, in D&D Terms, the guy with 9 Million Gold Pieces goes off and buys a Keep, or has one constructed, and he's instantly broke, since his funds are used up in putting Equity into his Medieval house.

I'm just not sure I agree with the premise. Seems to me like it is a problem of scale.

Ultimately if the PC is generated and player says, "Okay, I sell my ship off and retire", you are within rights to say, "Good deal, you are now an NPC Patron for the group, and can play that guy on a part time basis as-needed, gen up a new PC."

I mean easily, that's how I'd work it in my circle of Traveller Grogs.

Large lines / corps have not only 9 million but 900 million, and they have to make payroll, twice a month, yes?

I just don't see it as a problem, all that much.

- Merxiless
Howdy.

Granted that a "rich boy" campaign could be viable, exciting, etc. However, my objection is that the system forces me into running that kind of campaing, regardless. It makes it fairly easy for most Merchant characters to muster out as multi-millionaires, regardless of my conception of the campaign. And while I can simply outlaw such things, it forces me to burn some of my "referee heavy-handedness capital". In other words, I'd prefer it if the system didn't require me to be *obviously* heavy-handed right out of the chute.

If a referee wants to run a "rich guys in space" , he can effortlessly do so by providing characters with inheriences, starting megabucks, etc. No system is required for such a campaign.

And the default system is not only illogical, but (far worse) it can easily spawn serious problems requiring divine intervention to solve if the referee doesn't want a rich boys campaign.

The problems are exacerbated because this benefit is bestowed on only one profession (or a few), creating a huge imbalance in starting capability. And yes, I know that some players don't mind playing a game that's rigged to benefit other players more, but some players -- including me -- do mind. And I do consider starting a typical merchant out with many millions, while other professions get 20-100K to be unreasonable.

And if the referee wants to maintain some kind of control on the players' wealth, the continuing problem of such huge cash flows forces the referee into tactics that the players will *quickly* tire of -- *everything* breaks down, blows up, etc. At least *my* players tire of them. I'm not enthusiastic about an economic system that *makes* me either (a) screw my players at every turn, or (b) let them quickly accumulate staggering wealth. I prefer to not be shoehorned into either role.

And of course, there's the problem that a lot of published Traveller adventures are uneconomical. The starship crew loses more money by forgoing the passenger trade than it gets from the adventure. In a rational world, increased risk should usually translate to increased reward.

Hence my fix. I'm sure it has some flaws. But at the start, it appears to eliminate the problems that I have with the economic system. YMMV, of course.

--Ty
 
I concur that starships are way too pricey.

IMTU, the simple solution is to charge all cargo and passage rates as per parsec rather than per "jump". This makes most BT designs profitable, and is "justified" under the basic notions of market economics (I presume Tukera & cronies conspire to artifically depress the default rates).

(I also Open Source all the software, mostly to encourage PCs to tinker with it... but that's another thread...)

As for keeping the megabucks out of the hands of PCs, I find a combination of by-the-book repair costs, augmented by steep insurance premiums (Hortalez et Cie, et cetera) and percentage-grubbing brokers (and factors), can make the lucre go away with tear-jerking speed...

Nice work on the analysis though, thebeard1999; you've obviously put some thought in on this...
 
You solution works quite nicely. However there is an existing way to regulate income that does not involve changing any of costs of starships and loans.

You want to tweak the price for local good s and passenger service?

Tureak Lines show up and decides that it wants to put small operators out of business.

The Tureka 200,000 ton freighter and passenger liners will operate at 2.5% above cost for freight and offer passenger rates at or below cost for some runs.

Watch what happens to the price of Widgets ™ when a couple of these thing s show up and dump a ten thousand tons of the stuff

Hit em for mandatory SA insurance, docking fee, customs service fee, local trade balancing tax, something for the loaders union, yadda, yada, yadda.

That sound is the sound of their margins evaporating. Enough to make a player desperate, perhaps willing to carry less, hmmmm, shall we say reputable cargos?

Not saying that your solution does not work, it does and well. I like to come up with ways to make the system “realistic” ;) in the sense that we all the same books (CT reprints) and I like to draw on what isn’t in the rules.

Honestly 23 million for a piece of machinery as complex as a starship is not that out of line.
How much would it cost to build an air craft of comparable size with an operational lifespan of 40 years, armed with two guns, a missile launcher, powered by an atomic power plant and can be flown by one man?
 
I always attached strings to any ship received at "retirement". A merchant might be given a sparse section of space with 5 or 6 systems and under orders to hit each planet at least twice in a year or pay a big fine.

Most of my players always found ways to spend/lose their megabucks. Merc units, luxury ships with dubious pasts, trying their hand at piracy (a good way to lose a party) and other misguided plans.
 
Yeah, I see stuff Big Corps screwing the little guys, like that in EVE Online, all the time.

Some big shot megacorp gets 100 MCr, and say they decide to corner the market on a certain good.

Using remote market buying they buy up EVERY unit for sale of say tobacco, for about 44 per unit, in lots of 20 thousand, 40 thousand., sinking about 50 MCr into it.

All that is left, either:

- Is too far to run to market adequately.

- Crosses dangerous, lawless sytems, where the local Space Patrol does not interdict in.

- Has a profit margin of 1% after taxes, or is so bulky, you can only ship say 100 of the things in the hold, making perhaps 2000 Cr per run.

I see that all the time.

Damn those guys at TransStellar, LLC.

Playing EVE really gave me a feel for what Megacorps in Traveller are really like, and how slim profit margins are, or should be.

Gurps Far Trader discussed this "Arbitage", I think it was called.

If thirty guys are looking for the high value cargo, it's gone, minutes after it hits the broker screens, unless you got a niche market, or are willing to go farther, or more risky routes.
 
Tbeard1999,

I am interested to know, what kind of scenarios do you have running?

Such as what do the PCs do for the 150,000 Cr?

Seems like a lot to me.

I'm a fan of keep the players hungry, with a lot of hard core challenges, but I come from Classic Traveller.

Plus lots of old, old "The technology is fading away and hard or impossible to get parts for the 'Mechs Battletech."

And I don't allow Free Traders, or anything not a liner...to haul High Passengers, except on a charter basis.

Do you run published scenarios or write your own, or ?

I am just curious, because this kind of focus on Credits idea never really comes up in my campaigns.
 
Originally posted by Kurega Gikur:
You solution works quite nicely. However there is an existing way to regulate income that does not involve changing any of costs of starships and loans.

You want to tweak the price for local good s and passenger service?

Tureak Lines show up and decides that it wants to put small operators out of business.

The Tureka 200,000 ton freighter and passenger liners will operate at 2.5% above cost for freight and offer passenger rates at or below cost for some runs.

Watch what happens to the price of Widgets ™ when a couple of these thing s show up and dump a ten thousand tons of the stuff

Hit em for mandatory SA insurance, docking fee, customs service fee, local trade balancing tax, something for the loaders union, yadda, yada, yadda.
Your solution does preserve the integrity of the CT system, and it would solve the runaway cash flow problem. It would also be rather entertaining for awhile. In fact, I can see an interesting adventure -- a "day in the life" adventure where you actually roleplay through all the hassles of operating a tramp freighter...

However, it doesn't really address the mustering out as a multi-millionaire problem (and it might even encourage frustrated players to simply sell their ship and become rich playboys...)

I've always been a bit of a harsh referee when it comes to money (I'm sure my players would disagree...). But even so, I've noticed a certain degree of resentment if the players decide that their trials and tribulations are "arbitrary" and designed to take their money. I recall a session with a guest GM in which the players got a briefcase with cr3 million, only to have it burn up in a vehicle fire. My players had played with this GM before (and he's among the best I've ever played with). One of them was whining and another signed and said "that money was *never* ours..." There was a level of resentment and fatalism that I didn't much like. IMHO, we must preserve the illusion of free will in a campaign. And GM interventions like you describe can wreck the illusion if used too much.

Not saying that your solution does not work, it does and well. I like to come up with ways to make the system “realistic” ;) in the sense that we all the same books (CT reprints) and I like to draw on what isn’t in the rules.
I imagine that Marc Miller sometimes wants to grab us and say "it's a GAAAAAAMMMMMEEE. I designed it when I was 22 years OOOOOLLLLLDDDD for KIIIIIIIDDDDSS. You're a <bleeping> grownup wasting hours tearing apart a TOOOOOOOYYYYYY!"

<shrug>

On the other hand, it does keep me out of bars...

Honestly 23 million for a piece of machinery as complex as a starship is not that out of line.

How much would it cost to build an air craft of comparable size with an operational lifespan of 40 years, armed with two guns, a missile launcher, powered by an atomic power plant and can be flown by one man?
Granted. In fact, I suspect that Marc Miller used the cost of real world ships as a baseline. The problem is that the classic sci-fi tramp freighter isn't terribly plausible if a starship costs cr37 million. That kind of investment requires some serious stability on the part of the owner.

It also makes it effectively impossible for characters to legitimately purchase a starship, unless the referee buries them in cash. Even used ships are out of reach. Let's say that the fair market value of a 40 year old Free Trader is "only" cr17m. That means that the characters will have to come up with a 20% downpayment of cr3.4 million.

Much cheaper starships would make that a far easier task.

Another problem with expensive starships is that the bank payment is the major expense. While this may be "realistic", it also has a subtle game effect. It makes stealing a starship *far* more rewarding than I think is desirable. For instance, a stolen (or fully paid for) Free Trader can earn cr200K per month just hauling people and cargo.

Result -- the referee has either let them gets lots of money or think of new ways to jack with the players...

And of course, expensive starships mean that starship damage is expensive as well. Unfortunately, in my campaigns the most exciting adventures feature lots of gunfire and explosions. Rational players will not risk millions of credits of starship damage to rescue the righ heir for cr500,000. Lose one laser and you're $500K upside down. (Of course, you can have the patron be responsible for damage, but this can make players a little *too* willing to risk the ship).

In any case, I think that there could be some serious campaign benefits if starships were made dramatically cheaper and if the system was tightened up to avoid mustering out multimillionaires.

--Ty

--Ty
 
Originally posted by Merxiless:
Tbeard1999,

I am interested to know, what kind of scenarios do you have running?

Such as what do the PCs do for the 150,000 Cr?

Seems like a lot to me.

I'm a fan of keep the players hungry, with a lot of hard core challenges, but I come from Classic Traveller.

Plus lots of old, old "The technology is fading away and hard or impossible to get parts for the 'Mechs Battletech."

And I don't allow Free Traders, or anything not a liner...to haul High Passengers, except on a charter basis.

Do you run published scenarios or write your own, or ?

I am just curious, because this kind of focus on Credits idea never really comes up in my campaigns.
I run pretty gritty, mid to low tech campaigns. Players seldom get lots of money. So I agree...cr150,000 is a *lot* of money in my campaigns.

Standard setup is a group of mustered out characters with an old Far Trader.

I tend to focus on the adventure elements and for speed and simplicity allow the players to usually buy whatever they can afford, with a minimum of haggling. (Exceptions are high tech military only stuff like battledress). So money is the typical reward for the players, simply because it's easy to handle.

At the start of the campaign, I usually ignore economics. But sooner or later, a player wants to start shipping passengers and cargo to make money...

My focus on the money is the result of my real world job -- I'm a business and tax lawyer. I do a significant amount of selling/buying businesses (and that's what I enjoy), and almost all of my clients are business owners. As a result, I tend to be much more focused on things like cash flow, equity, liquidity, etc. Sunday, I was just starting to outline a new campaign (the first in several years) and out of the blue, I realized that the starship economic systems might be the cause of some things that have long aggravated me. So I started analysing a hypothetical Free Trader like I would a real world business client. Then the insanity began...

--Ty
 
I agrees, millionaire PC can be trouble. However I find that money attracts a certain amount of trouble too. ;) It is just a matter of scale for me. I have found that the number of zeros in the bank make little difference with zombies attack. I just change the challenges. Yeah you have money but now the Imperium or a megacorp is after you. They could give two poops about a single untitled yokel with a couple of MCr.

When I said realism I really meant consistency for the players. :D

I imagine that Marc Miller sometimes wants to grab us and say "it's a GAAAAAAMMMMMEEE. I designed it when I was 22 years OOOOOLLLLLDDDD for KIIIIIIIDDDDSS. You're a <bleeping> grownup wasting hours tearing apart a TOOOOOOOYYYYYY!"

<shrug>

On the other hand, it does keep me out of bars...
Yeah but it’s my toy!

Well I agree with ya there too. I’d rather be and hangout with Traveller nerds in a basement and a six-pack at a grocery store prices any day.
 
Originally posted by boomslang:
I concur that starships are way too pricey.

IMTU, the simple solution is to charge all cargo and passage rates as per parsec rather than per "jump". This makes most BT designs profitable, and is "justified" under the basic notions of market economics (I presume Tukera & cronies conspire to artifically depress the default rates).
Interesting idea! Since my eyes just glaze over by the kind of analysis above (no offense, I'm also fairly impressed!!), I think this sounds like a very attractive solution! Very Occham, so to speak.

Anyone care to make my head spin by telling me how that would play out, with a full economic analysis? ;)

I do enjoy the results of those analysis by the way. I can use that as a referee, but maybe not understand them in full...
 
Originally posted by Cymew:
[/qb]
Interesting idea! Since my eyes just glaze over by the kind of analysis above (no offense, I'm also fairly impressed!!), I think this sounds like a very attractive solution! Very Occham, so to speak.

Anyone care to make my head spin by telling me how that would play out, with a full economic analysis? ;)

I do enjoy the results of those analysis by the way. I can use that as a referee, but maybe not understand them in full... [/QB][/QUOTE]

I've revised all these numbers in a new topic:

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000292

I've also presented everything so that refs can plug it into their campaigns without having to create spreadsheets.

One of these days, I'll explore the economics of Traveller further.

Yes, that is a threat.
file_23.gif


--Ty
 
Well, sorry but *that thread* makes my head spin.

What I was trying to ask was basically if the proposed fix to

"charge all cargo and passage rates as per parsec rather than per 'jump'"

would yield the same effect like you propose, but in a much simpler way?

Maybe I'm a bit dense here....
 
Cymew:

The Per-Parsec fix is one of the oldest.

Not having costs per parsec is one of the unique things about traveller (and one of the things which Loren changed in GT).

This fixed rate per time rather than per distance results in a wide variety of reactions, from "Price controls by the Imperium" to "It's just a game" to "Marc needs to change this NOW!"

Having done campaigns built on speculation without a starship, with a few hundred thousand Cr, one can snowball into the 8-10MCr needed for a down on a Type-A...

It's a little harder using Bk7/MT/TNE/T4, but it's still doable, and actually needs LESS up front money.

So unless you change speculative trading, lowering the op costs will make speculative trade far MORE dangerous.

And BTW, GTFT uses both a jump fix, and large volumes of trade. If you can make it fit whichever version of traveller you like, it's the most detailed, And pretty good... but extremely simulationist and built on the premise that trade between worlds is accurately modelable based upon trade between modern companies. (I do not buy this last bit, which is the basis for the high volume trade rates in GTFT...) It's also math intensive to setup.
 
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