One man's pirate is another man's freedom fighter, or maybe "none dare call it piracy"....blah blah blah.
Hasn't this all been said on a different thread just a few days ago (about the Type R Corsair)?
One man's pirate is another man's freedom fighter, or maybe "none dare call it piracy"....blah blah blah.
I'm pretty sure this has been discussed to death already somewhere on these forums, but...
You're presenting a scenario where the pirate is a complete idiot.
1) Smart pirate knows where you're going (either low port or high port). Easy to sit in geosynchronous or other favorable orbit to intercept common inbound vectors. Even worse, catch them on the outbound vector.
2) Smart pirate doesn't match vectors with victim, he demands victim comply with his directions to a rendezvous point. Otherwise he blasts him in a fly by intercept.
3) Smart pirate seeing a Patrol Cruiser or other military ship anywhere near goes and finds greener pastures.
4) Smart pirate doesn't mess with areas around planets with serious levels of planetary defenses.
5) Smart pirate doesn't need thugs, and only needs prize crews if he wants to steal the entire ship. Send over one guy with a backpack nuke (remote controlled (more likely timed) of course - he'll do it for a double share). Either the victim complies or vaporizes.*
So unless there are meson gun pits, SDB's and patrol/customs cruisers at every world, some are going to be risky.
Actually, how plausible would it be for a planet in the Imperium to quietly encourage just a little piracy? Their ships could always be just a little too slow to respond, or something like that.
There aren't going to be a whole lot of those, though. Only traffic between system that lie more than one jump from each other will need to visit such no defense worlds, and only if there are no alternate routes. Jump-2 and Jump-3 traffic cost roughly the same (per parsec) and both are cheaper than jump-1, so in many case they will simply bypass the dangerous systems.it is not hard to create a table of planetary budget (based on TL, population, etc) that shows which niche worlds cannot afford space defenses; ie-low TL and low population. Then find one (or more in a cluster) of these worlds on a trade route. That is your pirate zone.
Historically nations did deploy ships to protect its trade and if the local potentate didn't have the ships to patrol his own coasts the nations that did would do it for him wether he liked it or not.Sure, some of the nearby worlds will have vessels to spare they COULD send, but politics being what it is unless the citizens of a planet are directly affected, they are unlikely to allow their tax dollars to fight pirates in other systems (to benefit "those rich merchants"). The combination of these kind of "no defense" systems, with a lack of political will by neighbors, creates the pirate zone.
On the economic aspect, let me just refer you to this current thread rather than repeat what has already been said. You can find similar economic analysis on Walt Smith's site from a decade ago. I'm sure a search would turn up more results here and elsewhere. Summary, piracy in the OTU is economically viable.
With regards to planetary defenses, I would simply argue that if a class C or below starport world had the tech, economic base, and political will to invest in sufficient planetary defenses to threaten lurkers at 40,000km (geosync from size 8) they'd have a higher class starport.
With regards to worlds setting up their own mini-Imperium inside the Imperium... think about it. Also organized threats beget organized response to a certain level at least - a wolfpack of corsairs would make a light lunch of solitary patrol cruisers.
Finally, Willie Sutton aside, the fundamental proof of the existence of piracy in the OTU is in the works comprising OTU cannon going all the way back to the Citizens of the Imperium supplement in 1979.
With regards to planetary defenses, I would simply argue that if a class C or below starport world had the tech, economic base, and political will to invest in sufficient planetary defenses to threaten lurkers at 40,000km (geosync from size 8) they'd have a higher class starport. Class C's probably have some defenses to protect the starport itself, but standard weapons operating out of gravity well and atmospheric limitations (1/1000 laser range, -1G to missile G-rating - assuming standard atmosphere size 8) aren't going to be much of a threat out at 40000km.
That makes one BIG assumption: that the starport is a feature of the local government's doing. If the starport is an Imperial effort, not a local one (as is implied in later CT canon), then it simply means the Imperium thinks the system not worth a better port.
But the encounter tables are quite obviously simplified to the point that their relation to "reality" is very tenuous, since they do not factor in the population level of the systems the various classes of starport are located in nor the astrographical location of the system.Assumption based on presence of pirate encounters in encounter tables for class C starports.
Not only would a class C starport in a high-population system have a lot more trade and thus a lot more traffic than a class C startport in a low-population system, but a class C starport in a system located on a major trade route midways between two high-population systems three parsecs from both would, for example, have a lot of jump-3 through traffic that a class C starport of a system with the exact same population located in a cul-de-sac would have. Not to mention that a starport in a system located one parsec from a high-popuation system would have more trade than one located several parsecs from the nearest high-population system.
Hans
Curious, what trade system are you using to come up with these traffic relationships?
High population or not, given bad trade classifications and low tech levels, trade isn't likely of a very high volume with any Traveller trade system I've used.
As far as nearness to high traffic systems go - that's irrelevant unless a major trade route passes through.
It does assume that human societies will tend to operate in the same way 3000 years from now as they operate in the real world today. I don't consider that a bad assumption. Indeed, I consider it a very good assumption.Using real world economics to handle such a wide ranging disparity in technological levels and resources as portrayed in Traveller is full of assumptions and presumptions.
Even then it is totally ignoring sections of the world where the population has nothing of value to trade and nothing to buy anything with.
With classic Traveller, if you simply assume that the starport type is indicative of the transport volume, that the tech levels, trade classifications and exchange rates have meaning, then you end up with an entirely different model.
I won't for one second argue for CT or Merchant prince's handling of the model in game terms but that's no fault of the model itself. If you assume another model, then you'll be arguing with far more than just the portrayal of piracy.
For the basic notion just ordinary common sense. More people means more production and more demand which means more trade. That's how it works in the real world and I see no reason to believe it wouldn't work the same way in the Far Future.
It does assume that human societies will tend to operate in the same way 3000 years from now as they operate in the real world today. I don't consider that a bad assumption. Indeed, I consider it a very good assumption.
Funny, I know a world with billions of people and because it has no starport it has no interstellar trade at all...
...happens to be the same real world you're using as an example![]()
Would we have a huge traffic volume if we were part of an interstellar empire? That depends.
Would we have anything we could trade? Anything of value to the other worlds that we could do without?
Of course we will. If a free trader can find enough freight and passengers to keep in business using its rather inefficient business model, regular shippers using a much more efficient business model can too.Of enough value to justify the expense of shipping it across parsecs?
In what quantities?
Is there anything they have that we would want? That they are willing and able to supply? Could we afford it? There are far too many variables to make an accurate guess.
The best we can do is make a guess that makes for an enjoyable fiction with just enough of a veneer of plausibility to allow it to look "real" to the players.
It's a good deal likelier to be plausible, though.Is GT: Far Trader wrong? That's the wrong question. Of course not, it can't be wrong because it is a fiction. It is built on supposition, entirely.
Is it more right because it was written by an economist? Again no, and still because it is a fiction built on supposition, entirely.
The right question is does GT: Far Trader make for a good game? Or if not the right question it seems to me the only one that matters.
Why should they? They certainly didn't 3000 years ago!