Originally posted by Bhoins:
Problem with that interpretation is simple, Based on economic realities, which social engineering always has to face, under this price fixing scheme there are no Jump-2 or Jump-3 starships outside of Government service. They offer no advantage to build. Like they found out in California, when price fixing runs up against Market realities problems arise. For example, the prices that California Electric companies were allowed to charge was fixed. The price for the requirements to generate that electricity were not. (Fuel cost, etc.) Further the Electric Companies were themselves not allowed to generate Electricity and the prices that they had to pay for electricity were not fixed. As a result of rising fuel prices, rising demand for electricity and rising cost of electricity to the Electric Companies drove them bankrupt and caused rolling blackouts in California because there wasn't enough electricity to meet demand and no incentive for the electric company to purchase more. (They were losing money just to open their doors.) So much for price fixing.
Under that price fixing scheme there are no mortgages for Jump-2+ ships, because they can't make the payments even with full loads. SO there are not going to be many ships capable of higher than Jump-1. So the Systems off the mains become isolated and backwaters. (Problem is many of the high tech, shipyards, SubSector Capitals and High Pop worlds aren't located along any of the Mains.)
</font><blockquote>quote:</font><hr />Originally posted by Ranger:
I think, in this case you may be missing the forest for the trees. I fully accept your take on the rules, but I think the big picture here is that it is a price fixed system rather than a market rate system. It's a socilological model of the universe rather than an economic one. It's also based in the real world of the late 70s when (for one example) the US government strictly regulated airline prices and limited competition between the carriers. The government even had bureaucrats passing judgement on what meals each airline could serve because offering larger meals was considered unfair competition.
MWM started with a very strong, but somewhat non-specific view of the future. The narure of the Jump drive itself was specifically intended to support that view. He could have allowed instintanious communications (as in Star Trek) but he specifically chose not to because he wanted a society in which communication was limited to the speed of travel (as in the 1870s British Empire).
Any rules system is going to have embedded assumptions about the world it is modeling. Some are mechanical (world building) and some are sociological (how the economy works). Even something that looks totally mechanical (combat) has some very basic assumptions about people. Part of the reason that combat is so deadly is that it assumes everyone participates, yet there is strong evidence that (especially in military situations) only a few of the people involved in a firefight actually aim their weapons if they fire at all. There are a lot of very good reasons why rule systems don't try to model it, but if you wanted a really "realistic" game you would.
So, my take is that Traveller is a rules system that models a very sociological (MWM has an MA in Sociology after all) view of the future.
Just my thoughts...