tbeard1999
SOC-14 1K
I decided to tackle something besides the T/E and initiative mechanics, so I reviewed starship economics in MGT. I'm sure that y'all will be as shocked as I was when you hear that they are badly broken as well.
<sigh>
1. No assumed interest rate and loan term is given for starship loans. If we assume 40 years (per CT), then the "minimum payment" rule seems broken. MGT states that the minimum monthly payment is 0.02% of original loan amount per month. This works out to an interest rate of <1% for a 40 year loan. This seems staggeringly low; given the amount of risk inherent in starship operations, I'd imagine that the minimum interest rate should be 5%. That would work out to a minimum monthly payment (40 year loan) of 0.48% per month.
2. Also, the ship shares system seems overly fussy. With millions of loan payment calculators available online, is it really such an ordeal to define reasonable starship financing guidelines? Do we really need this system? Wouldn't it be better to simply lay out the costs and financing terms? Shouldn't that data be included even if the starship shares system is kept?
I bring this up is because the value placed on old ships would have a profound effect on the interest rate charged by banks. The higher the depreciation rate, the higher the interest rate charged. In other words, the more resale value, the lower the interest rate.
And unfortunately, the starship shares rules make it hard to determine resale value. The Old Starships rule is especially illogical. Essentially, a ship declines by about Mcr2.0 per decade of wear (average of 2 shares per decade). This system results in larger ships having a far longer useful life than smaller ships. An absurd notion, since the systems comprising such ships are the same. A more rational system would reduce the value of starships proportionately.
Taken at face value, the Old Starships rule means that a MCr39.0 free trader would lose half its value in 100 years (10 decades x MCr 2.0), while a MCr108 fat trader would lose half its value in about 250 years. Both numbers seem absurdly high to me, and I don't think that the designer intended for fat traders to have 2.5 times the useful life of Free Traders. A MCr1000 bulk trader would lose half its value in 2500 years!
3. The system for generating passengers and cargo is badly broken (unless of course, we want all ships to be running multi-million credit losses annually). In the MGT universe, I want to be in the starship repo business. With the current economic system, there will be plenty of defaults.
On an unmodified passenger roll, a ship will average 7 low passengers, 3.5 middle passengers and 0.5 high passage passengers. On an unmodified cargo roll, a ship will average 56 tons of cargo.
I ran a spreadsheet on the humble Fat Trader and discovered that these numbers will result in it losing about Cr246,612 per month. Assuming a +3 modifier to the roll (pretty much an "extremely good case" scenario), the Fat Trader loses Cr128,612 per month.
The system for rolling for cargos and passenger--an unfortunate legacy from Classic Traveller--is fundamentally flawed. The problem with it is that it generates a fixed amount of cargo/passengers. This makes ships with small cargo capacities able to easily fill their holds with cargo/passengers and makes it impossible for ships with large cargo capacities to do so.
A more logical system would generate cargo and passengers on a percentage basis.
So once again, I find myself asking the question "what is the designer smoking and can I get some?" Note that he completely changed the CT starship economics. But the result is a system every bit as defective as CT's system, if not moreso. You know, someone should tell him that you should only change something if you can improve it. At least the CT system is broken in a familiar way.
Cripes!
And despite the fact that I think that these issues should have been resolved by the designer, here are some suggestions:
1. Ditch the starship shares. They are a needless gloss on a pretty straightforward calculation.
2. Ditch the illogical cargo and passenger generation system since it is unresponsive to ship size and will make it too easy for small ships to carry a full hold and impossible for larger ones to do so.
3. Base travel/cargo shipment prices on the costs of shipping, rather than some arbitrary amount like "cr5,000 per parsec."
Of course, it would have been better if this had been resolved earlier. A week before publication doesn't give a whole lotta time.
<sigh>
1. No assumed interest rate and loan term is given for starship loans. If we assume 40 years (per CT), then the "minimum payment" rule seems broken. MGT states that the minimum monthly payment is 0.02% of original loan amount per month. This works out to an interest rate of <1% for a 40 year loan. This seems staggeringly low; given the amount of risk inherent in starship operations, I'd imagine that the minimum interest rate should be 5%. That would work out to a minimum monthly payment (40 year loan) of 0.48% per month.
2. Also, the ship shares system seems overly fussy. With millions of loan payment calculators available online, is it really such an ordeal to define reasonable starship financing guidelines? Do we really need this system? Wouldn't it be better to simply lay out the costs and financing terms? Shouldn't that data be included even if the starship shares system is kept?
I bring this up is because the value placed on old ships would have a profound effect on the interest rate charged by banks. The higher the depreciation rate, the higher the interest rate charged. In other words, the more resale value, the lower the interest rate.
And unfortunately, the starship shares rules make it hard to determine resale value. The Old Starships rule is especially illogical. Essentially, a ship declines by about Mcr2.0 per decade of wear (average of 2 shares per decade). This system results in larger ships having a far longer useful life than smaller ships. An absurd notion, since the systems comprising such ships are the same. A more rational system would reduce the value of starships proportionately.
Taken at face value, the Old Starships rule means that a MCr39.0 free trader would lose half its value in 100 years (10 decades x MCr 2.0), while a MCr108 fat trader would lose half its value in about 250 years. Both numbers seem absurdly high to me, and I don't think that the designer intended for fat traders to have 2.5 times the useful life of Free Traders. A MCr1000 bulk trader would lose half its value in 2500 years!
3. The system for generating passengers and cargo is badly broken (unless of course, we want all ships to be running multi-million credit losses annually). In the MGT universe, I want to be in the starship repo business. With the current economic system, there will be plenty of defaults.
On an unmodified passenger roll, a ship will average 7 low passengers, 3.5 middle passengers and 0.5 high passage passengers. On an unmodified cargo roll, a ship will average 56 tons of cargo.
I ran a spreadsheet on the humble Fat Trader and discovered that these numbers will result in it losing about Cr246,612 per month. Assuming a +3 modifier to the roll (pretty much an "extremely good case" scenario), the Fat Trader loses Cr128,612 per month.
The system for rolling for cargos and passenger--an unfortunate legacy from Classic Traveller--is fundamentally flawed. The problem with it is that it generates a fixed amount of cargo/passengers. This makes ships with small cargo capacities able to easily fill their holds with cargo/passengers and makes it impossible for ships with large cargo capacities to do so.
A more logical system would generate cargo and passengers on a percentage basis.
So once again, I find myself asking the question "what is the designer smoking and can I get some?" Note that he completely changed the CT starship economics. But the result is a system every bit as defective as CT's system, if not moreso. You know, someone should tell him that you should only change something if you can improve it. At least the CT system is broken in a familiar way.
Cripes!
And despite the fact that I think that these issues should have been resolved by the designer, here are some suggestions:
1. Ditch the starship shares. They are a needless gloss on a pretty straightforward calculation.
2. Ditch the illogical cargo and passenger generation system since it is unresponsive to ship size and will make it too easy for small ships to carry a full hold and impossible for larger ones to do so.
3. Base travel/cargo shipment prices on the costs of shipping, rather than some arbitrary amount like "cr5,000 per parsec."
Of course, it would have been better if this had been resolved earlier. A week before publication doesn't give a whole lotta time.