AnotherDilbert
SOC-14 1K
Because it's easier to fence the cargo than it is to fence the ship.
Then why is the Corsair specifically set up to swallow and transport entire ships?
Because it's easier to fence the cargo than it is to fence the ship.
Then why is the Corsair specifically set up to swallow and transport entire ships?
Guess it boils down to the probability of encountering pirates, and what the outcome is.
What is the outcome with pirates? Loss of cargo? Loss of reputation?
That would be a curious mechanic. The more times you're hit by pirates, the lower your score becomes and you get less passengers. As you get more safe flights under your belt, the impact diminishes and the passengers start showing up again.
I ask about the impact of the pirates simply because if they don't take the cargo, if they damage the ship, then that's pretty much financial ruin right there. It's difficult for me to envision any scenario where a merchant would not relinquish the cargo in lieu of taking random damage to their ship, at least for the small Free Traders we typically talk about.
It's rare that cargos are valued in the MCr range compared to damage to a ship, which is in the MCr range.
Ship combat is simply cost prohibitive.
People think that Jump Drives and Maneuver Drives are chock full of +5 Hand Wavery, but then they think about Piracy and learn they really need +10 Hand Wavery.
Imperial Encyclopedia said:The corsair is an armed ship, most commonly used by pirates or privateers to raid merchant spacecraft.
why is the Corsair specifically set up to swallow and transport entire ships?
Traders & Gunboats said:The [Xboat Tender's] large ship bay allows most smaller ships to be enveloped and then boarded at the pirate's leisure.
What is the outcome with pirates?
By enumeration I get this distribution for 3D-2D, truncated to 10 to make it visible:
It makes sense to me; it centers around 3.5 (the average unbounded roll) but is asymmetric since all low values are concentrated into 0.
0 has the same frequency as 7+; 22.15%. It would be symmetric if low values were not raised to 0.
36 216 1296 7776
D-D 2D-D 2D-2D 3D-2D
0 21 35 441 735
1 5 21 210 616
2 4 25 193 770
3 3 27 166 881
4 2 27 130 935
5 1 25 86 920
6 0 21 35 826
7 0 15 20 680
8 0 10 10 525
9 0 6 4 376
10 0 3 1 245
11 0 1 0 141
12 0 0 0 70
13 0 0 0 35
14 0 0 0 15
15 0 0 0 5
16 0 0 0 1
36 216 1296 7776
Mobile chop shop.
It's probably safer and more profitable to sell the spaceship for parts.
Not to mention there is going to be a whole backend support structure for pirates without access to full starport maintenance.
In case this wasn't mentioned:
Remember that the referee is free to fill your ship with passengers. If the ship's captain announces reduced price tickets in order to fill spaces, the referee might bite. (Anything's better than shipping air).
I assume this applies mainly to low and middle passage. High passage is probably resistant to "coupon day".
Thus, the expected revenue for the 4 staterooms in a minimalist ship is:3D-2D gets 4+ slightly over 60% of the time....Code:Pass. Chance Revenue Expected *omitted*
Pass. Chance Revenue Expected
HHHH 50.0% 40 20
HHHM 7.8% 38 2.967618789
HHH0 2.2% 30 0.666402321
HHMM 6.6% 36 2.364352924
HHM0 0.8% 28 0.221571478
HH00 2.1% 20 0.418637355
HMMM 5.0% 34 1.708748905
HMM0 0.8% 26 0.205744944
HM00 0.7% 18 0.126160087
H000 1.9% 10 0.185396543
MMMM 11.1% 32 3.543209877
MMM0 2.2% 24 0.533121856
MM00 2.1% 16 0.334909884
M000 1.9% 8 0.148317234
0000 4.9% 0 0
1 33.4241922
This compares with the kCr10.5 to have the 4 staterooms and have a steward in his own half stateroom. So, expected net revenue is kCr22.9 for 18 dTons.
This compares with the kCr10.5 to have the 4 staterooms and ...
I assume most small traders are standard designs.
I do think that small craft are the real movers, though, with fewer complications.
The 22.9kCr/jump is AFTER deducting the 10.5kCr in stateroom operation costs and salaries.Now deduct the average about kCr 9 in life support costs, and the staterooms are less profitable than cargo...