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Limiting Ship size that can jump, thoughts?

Reading around threads and some articles I found on web, regarding trade, the general consensus is that characters in a 200ton or even 400ton merchant aren't going to cut it financially with legal cargoes. One possibility I am considering is ruling that ships over a certain size can't Jump thus cutting out massive ships carrying thousands of tons all over he place. Or should I just ignore trade logisitics and hope players don't question it either. Does anyone have any thoughts?
 
I'd disagree with the perception that 200ton and 400ton ships can't make it on standard trade. They can, as long as they aren't poorly designed. Primarily the thing that makes small trade ships unprofitable is mounting weapons, bigger than needed computers, and making them more than Jump 1 and Maneuver 1. Even streamlining is a luxury.

The basic CT Book 2 trade rules will routinely generate hundreds of tons of freight even on moderate routes. More than enough to fill the hold of the fat-trader (aka Subsidized Merchant - 400tons with 200tons of cargo hold).

If you can get away with it ;) just ignore it and steer the players away from the issue. As long as they only have a J1 M1 ship they should be able to make a profit as long as they don't do anything stupid.

If you have to give them a ship with longer legs or weapons or something, then I'd advise don't make them pay for it through trade. They'll soon find they can't and that the rules don't make much sense. Instead actually "give" them the ship, through a patron. They get to do what they want, until the patron has a "job" for them. No worrying about paying the huge costs of the mortgage, just the operating expenses, maintenance, and repairs. Take a look at the Subsidized ship rules for ideas. They get to (probably) make money and travel (more or less) where they want to. Until you as the ref need them to go somewhere (the next adventure) and the patron shows up with a "job" for them.
 
It has been my experience that a couple of lucky loads can finance the longer leggeds ships. The cost, however, really is that, speculating, they can not stick to a route. It's see what you have to buy, see if you can get it there, and then go there. If you can't get a trader roll for 1st die of 4+, and you have other options, don't buy.

Likewise, don't forget the use for Trader 1 (since it's worthless for jump-spec): locking down the first die locally before purchase. If it's too high, don't buy.

Note that under Bk2-strict, it's harder but still doable; always hire best available broker. Only buy stuff under KCr10 per ton base if the DM's exceed 6 on route.

Under Bk2+Trader Skill, don't buy unless DM's + 1st die difference is 6+ and still, avoid lots under KCr10 base. (You generally make more on KCr10 with differences of 6+ than the KCr 1 for cargo will provide. At base KCr5, you need a net difference of more than 20% base to make a profit; at KCr1, you need 100% of base as a difference.

Now, using T20... one can use a very-much book 2 methodology, and by use of trader and broker, and warehouses, make a route quite workable with J2 or J3 shipping on a route, and larger ships. But the transition to 2KTd freighters needs also the brokers and warehouses to make it work.
 
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