The simplest idea would seem to be to mirror the official system and contract per jump. It's just the charge made that will be different. Multi jump contracts would have to be negotiated individually as regards timescale as they would in the per jump model.Originally posted by far-trader:
What do I fear from a simple per parsec rule? Unintended consequences I can only half imagine and more contradictory rules required to cover them...
How long can I carry freight? Can I sign a shipment to a world 6 parsecs distant even though my ship is just J1? Do I still get paid the full rate even if it takes me 12 weeks to get there? How about 12 months?
How far can I contract freight? 4 parsecs? 40 parsecs? My jump rating? My jump destination?
This strikes me as the area that would see the biggest change. Common sense suggests that as the transport costs are now four times as great for jump 4 as for jump 1, the market would reduce considerably. It would have to be for goods where the difference in price could justify the extra cost. The rules for determining how much cargo was available would have to be looked at for the higher jumps.
Will there be the same amount of cargo going 4 parsecs from any world as going 1 parsec? Even if that 4 parsec jump is on the scheduled route of a megaton freighter for some megacorp or a government subbie?
The effect would be that trade volumes would be much greater for shorter jumps. Jump 3 and up might start to tail off dramatically.
Market forces would limit this. Jump 6 traders would have relatively small cargo space as few routes would be able to fill large ones. Jump 6 might well be profitable, but only if you can fill the hold and how many goods are worth trading at six times the cost?
Further I think I've seen numbers that suggest the profit margin to operational cost increases dramatically with increased range in a flat per parsec model, especially in design systems where the power plant is both smaller and cheaper at higher TL. So why are there any J1 or even J2 Free-Traders if the way to make money is at J6? I have my own limits for this kind of runaway trade but they aren't shared by many from the feedback I've gotten.
PCs are not expected to come up with the costs for high jump ships. As is mentioned elsewhere, they are the bottom end, struggling to get a foot on the ladder. The Mega-Corporation would be the ones that could accurately identify the genuinely viable high jump routes and then have the funds to buy the needed ships. There might be the odd exception, but this would be the rule.
And just how are PC's supposed to come up with the 20% down-payment on the much higher priced long legged ships? Is the financing easier because the profit is that much more? Oops there goes the market for the short jump ships again. Either they won't be made becuase no one wants them or they'll be so cheap that it won't pay to build them. That changes the whole Traveller universe. No small traders, everybody is operating big ships and crews. That can be a fine game, but it's not the one we started with, or the one still pictured, even in GURPS, of small PC ships scratching a living at the edges.
You do make strong points and have made me think more about the possibilities of a per jump system that just seemed to be plain broken at first look.
Just a few thoughts off the top of my head. Largely my opinion of course so you're welcome to ignore it. Whatever rocks your world is the way to play the game.
That may well be the case, but a profitable jump 2 ship would be little more than a large cargo bay with engines. There would be no room for the other parts of a ship that make the Far Trader of use to adventurers. Everything would have to be geared towards minimising cost of operation.
Lastly I've said it before, the canon Far-Trader type seems to be the broken bit if you're trying to prove economic sense with the per jump trade rules. Either it needs a redesign or it needs to be dropped altogether as a PC ship, at least as brand new with a first mortgage.
I agree it should be tough. And it's upto each referee to work out how to do that - if the per jump method can be made to work then great. Per parsec is not a panacea, but problems will tend to stem from lack of available cargo rather a systemic inability to make profits with a reasonably sensible ship design.
PC's are the bottom of the food chain in interstellar trade. It should be tough to make a go of it independantly and that's what the rules seem designed to reflect. To the point that they can only make a sure business with the lowest end ship possible, a simple J1 trader, and that only if they don't have bad luck. The kind that leads to depserate contracts to cover the unanticipated shortfall. The kind that get the PC's labled "adventurers" by the legitimate merchants![]()
My new player group happily went to Fulacin in the Spinward Marches seeing the A class starport but not really looking at the population level and were most distressed to see the profits from the previous month go up in smoke when they couldn't fill the cargo hold.
.. which can't be a bad thing.
'nuff rambling for now. I'm not trying to defeat the per parsec movement, just make sure any issues are addressed or at least considered by anyone thinking of using it.
Chris