I totally did not understand the Jump-1 limitation at all, until it was mentioned that the entire Yacht could be carried as cargo aboard a freighter...
Hmm, given that I am largely ditching the small craft escape meme.
Good point, as long as you keep it in the main lanes, and for a rich noble of course (carried as freight is 200 kCr per jump)...
I'm still there with respect to lifeboats! Best of both worlds, 12 Emergency Low Berths in a compact lifeboat plus one for the pilot.
Lifeboat, Vehicle Auxiliary
8 ton, TL 12 Civilian Design, 7.36 MCr
1 crew (Command: 1+0)
Spoiler:
Ton.___MCr.____EP.____
| _.__ | 0.48 | _.__ | Close Structure, partially streamlined, fuel scoops
| 0.50 | 0.03 | _.__ | 1 x control couch, no bridge
| 1.00 | 2.00 | _.__ | computer model 1, rated as model 0 (no bridge)
| 1.00 | 1.50 | _.__ | drive maneouver #1
| 1.00 | 3.00 | _.__ | power plant #1
| _.__ | _.__ | 0.08 | agility #1
| 1.00 | _.__ | _.__ | fuel, PP endurance 50 weeks (50 weeks powered down)
| 3.00 | 0.30 | _.__ | Emergency low berth x3 (12 people capacity)
| 0.50 | 0.05 | _.__ | low berth (for pilot)
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 8.00 | 7.36 | 0.08 EP used, PP generates 0.08 EPs
6.62 MCr (10% discount for standard design) built in 24 weeks
5.88 MCr (20% discount in volume, TCS) built in 20 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com
Lifeboat, Vehicle Auxiliary
8 ton, TL 12 Civilian Design, 7.36 MCr
Ton.___MCr.____EP.____
| 1.00 | 1.50 | _.__ | drive maneouver #1
| 1.00 | 3.00 | _.__ | power plant #1
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 8.00 | 7.36 | 0.08 EP used, PP generates 0.08 EPs
6.62 MCr (10% discount for standard design) built in 24 weeks
5.88 MCr (20% discount in volume, TCS) built in 20 weeks
GL-0404401-000000-00000-0 MCr 6,4 8 Dton
bearing Crew=1
batteries TL=12
Low=1 Cargo=0 Fuel=1 EP=0,33 Agility=4
Single Occupancy 6,4
USP # Dton Cost
Hull, Part Streaml Custom 0 8
Configuration Close Structur 4 0,5
Manoeuvre D 4 1 1 0,5
Power Plant 4 1 1 3
Fuel, #J, #weeks J-0, 4 weeks 1
Bridge
Computer m/1 0 1 1 2
Couch 1 0,5 0,0
Low Berths 1 0,5 0,1
Low Berths Emergency 3 3 0,3
Nominal Cost MCr 6,36 Sum: 6,4
Class Cost MCr 1,33 Valid ≥0 ≥0
Ship Cost MCr 5,08
At KCr 200 (remember all other costs, except fuel, are still there) per jump, how many jumps cheaper? And remember, in MgT (where my Yacht is based) costs for higher jumps are even higher...You know what'll really frost your cookies?
Under LBB2 '81 construction rules, it's cheaper to ship a Type Y over a Jump-2 or higher than to operate a Jump-2 ship that has everything a Type Y has (passengers, small craft, vehicles, 11Td cargo).
(The Cr1000-per-jump cargo rate rule is very, very broken.)
I also believe the Yacht is too much stuffed with vehicles, as they may probably be rented if needed, so freeing ship space...
Head butler: "Which Speeder would you like to bring with you, Sir?"
Baron Rejnaldi: "All of them".
HB: "Even the '99 Crown Blue?"
BR: "Especially that one."
A: "Wow, someone chartered that Type AT freighter for a year..."
B: "Baron Rejnaldi. He wants to take his Yacht into the Frontier."
A: "Really? ...Why?"
B: "No idea."
Chesterton's Fence suggests that I try to understand how the Yacht fits in GDW's view of Traveller.
In other words, what sort of contract can I offer to a Noble character to make this a viable choice?
- Priority treatment
- Hassle-free travel
- Bring ALL your stuff
- High-skill Brokers and Traders and Admin and Advocates on tap
Quality trumps cost ("value").
This is the one ship that apparently doesn't care about the economic scale of things.
- The Yacht is about identity and personality and enjoyment.
- One's personal vehicles are very often tied up with your identity.
- If a passenger wants to bring along a special doodad that takes up a lot of space, then you as owner can leave behind one of your vehicles and stow it there.
- Cargo qua cargo really ought be shipped ahead via freighter.
Diplomat: "What's the deal with all these hangars?"
Noble: "Ah, I used to bring all my Speeders with me when I travelled."
D: "...And now they're cargo storage??"
N: "Well, I've been locked out of the family accounts, so I've had to make ends meet..."
D: "By shipping small lots of cargo?"
N: "Let's just say I do special fulfillments..."
D: "Contraband?"
N: "That's such a loaded term..."
I'm still there with respect to lifeboats! Best of both worlds, 12 Emergency Low Berths in a compact lifeboat plus one for the pilot.
Tons Component MCr Notes
------- ----------------------------------- ----- --------------------
(10) Airframe Hull, lifters, 0 a/l free 2.7 A, lifters, 0 a/l free
3 3x Emergency Low Berth 1.5 #3 4 individuals
1 Cramped Bridge 0.3 1cc 1op 0ws
1 Cargo Hold Basic 0
Under LBB2 '81 construction rules, it's cheaper to ship a Type Y over a Jump-2 or higher than to operate a Jump-2 ship that has everything a Type Y has (passengers, small craft, vehicles, 11Td cargo).
YL-2311111-000000-00000-0 MCr 52,7 200 Dton
bearing Crew=4
batteries TL=12
Pass=10 Cargo=13 Fuel=50 EP=2 Agility=1
Single Occupancy LBB2 design 13 56,7
USP # Dton Cost
Hull, Part Streaml 200 Dt 2 200
Configuration Cylinder 3 8
Jump Drive A 1 1 10 10
Manoeuvre D A 1 1 1 4
Power Plant A 1 1 4 8
Fuel, #J, #weeks J-2, 4 weeks 2 50
Bridge 1 20 1
Computer m/1 1 1 1 2
Staterooms 14 56 7
Cargo 13
Empty hardpoint 1 1 0,1
Ship's Boat 30 Dton 1 30 16
Air/raft 4 Dton 1 4 0,6
ATV 10 Dton 1 10 0,0
Nominal Cost MCr 56,73 Sum: 13 56,7
Class Cost MCr 4,41 Valid ≥0 ≥0
Ship Cost MCr 52,72
Crew & High 5 Crew Bridge 1
Passengers Mid 5 4 Engineers 1
Low 0 Gunners 0
Extra SR 0 Frozen Service 2
Estimated Economy of Ship Standard
Ship price Down Payment Mortgage Avg Filled
MCr 52,72 kCr 10 544 kCr 220 0%
Expenses per jump Revenue
Bank Cr 105 440 High Cr 0
Fuel Cr 5 000 Middle Cr 0
Life Support Cr 28 000 Low Cr 0
Salaries Cr 7 200 Cargo Cr 0
Maintenance Cr 2 109
Berthing Cr 200
Summa kCr 148 kCr 0
YF-43212R1-000000-00000-0 MCr 116 400 Dton
bearing Crew=6
batteries TL=12
Pass=10 Cargo=119 Fuel=100 EP=8 Agility=1
Single Occupancy LBB2 design 119 126,8
USP # Dton Cost
Hull, Part Streaml 400 Dt 4 400
Configuration Cylinder 3 16
Engineering 9
Jump Drive D 2 1 25 40
Manoeuvre D B 1 1 3 8
Power Plant D 2 1 13 32
Fuel, #J, #weeks J-2, 4 weeks 2 100
Bridge 1 20 2
Computer m/1bis R 1 1 4
Staterooms 16 64 8
Cargo 119
Empty hardpoint 2 2 0,2
Ship's Boat 30 Dton 1 30 16
Air/raft 4 Dton 1 4 0,6
ATV 10 Dton 1 10 0,0
Nominal Cost MCr 126,83 Sum: 119 126,8
Class Cost MCr 12,12 Valid ≥0 ≥0
Ship Cost MCr 115,81
Crew & High 5 Crew Bridge 2
Passengers Mid 5 6 Engineers 2
Low 0 Gunners 0
Extra SR 0 Frozen Service 2
Estimated Economy of Ship Standard
Ship price Down Payment Mortgage Avg Filled
MCr 115,81 kCr 23 162 kCr 483 0%
Expenses per jump Revenue
Bank Cr 231 620 High Cr 0
Fuel Cr 50 000 Middle Cr 0
Life Support Cr 32 000 Low Cr 0
Salaries Cr 11 520 Cargo Cr 0
Maintenance Cr 4 632
Berthing Cr 400
Summa kCr 330 kCr 0
The biggest issue is that the ship has to be 400Td to fit all the non-essential elements of a Type Y (9 passenger staterooms plus one for the steward, all the carried craft/vehicles, and 11Td cargo).At KCr 200 (rmember all other costs, excpet fuel, are still there) per jump, how many jumps cheaper? And remember, in MgT (where my Yacht is bases) costs for higher jumps are even higher...
While it seems obvious in retrospect, there was no explicit provision for an enclosed and pressurized air/raft in the original rules. As such, on-world travel on worlds with unbreathable atmospheres would have required an ATV (or vacc suits, but that would be très déclassé for a yacht owner).I also believe the Yacht is too much stuffed with vehicles, as they may probably be rented if needed, so freeing ship space...
The fuel burn rules in MgT fix the rules problem, but not by simply cutting the fuel requirement. They fixed it by making power plant fuel consumption proportional to power plant output instead of power plant rating. The latter makes fuel consumption dependent on hull size -- the same Size C power plant could have required anywhere from 10 to 60 tons of fuel per month depending on what ship you put it in! (Another way to describe it is as ranging from 1.67-60% of tonnage...)I agree there are some points brocken in LBB2, not only freight costs (after all, it was the first such system, and so had not the experience of previous ones). See that only the lower PP needs free 8 tons in MgT (despite the higher PP number), just to give you an example...
Then the way to give j2 to such a ship is reducing some of those elements (IMHO the vehicles)The biggest issue is that the ship has to be 400Td to fit all the non-essential elements of a Type Y (9 passenger staterooms plus one for the steward, all the carried craft/vehicles, and 11Td cargo)....)
But in this planet you can nearly sure rent this vehicle (more so if we asume as it seems budget is not a great problem), and probably it would be better adapted to the specific environment/tech of this specific planet (e.g. to have spares if you have a breakdawn).While it seems obvious in retrospect, there was no explicit provision for an enclosed and pressurized air/raft in the original rules. As such, on-world travel on worlds with unbreathable atmospheres would have required an ATV (or vacc suits, but that would be très déclassé for a yacht owner)....)
Fully agreed here.The fuel burn rules in MgT fix the rules problem, but not by simply cutting the fuel requirement. They fixed it by making power plant fuel consumption proportional to power plant output instead of power plant rating. The latter makes fuel consumption dependent on hull size -- the same Size C power plant could have required anywhere from 10 to 60 tons of fuel per month depending on what ship you put it in! (Another way to describe it is as ranging from 1.67-60% of tonnage...)
You're paying the higher operational costs while loitering at the destination, too.Eh, no?
Spoiler:
J-1, operating cost (without jump fuel) kCr 148 / jump (two weeks)
Code:YL-2311111-000000-00000-0 MCr 52,7 200 Dton bearing Crew=4 batteries TL=12 Pass=10 Cargo=13 Fuel=50 EP=2 Agility=1 Single Occupancy LBB2 design 13 56,7 USP # Dton Cost Hull, Part Streaml 200 Dt 2 200 Configuration Cylinder 3 8 Jump Drive A 1 1 10 10 Manoeuvre D A 1 1 1 4 Power Plant A 1 1 4 8 Fuel, #J, #weeks J-2, 4 weeks 2 50 Bridge 1 20 1 Computer m/1 1 1 1 2 Staterooms 14 56 7 Cargo 13 Empty hardpoint 1 1 0,1 Ship's Boat 30 Dton 1 30 16 Air/raft 4 Dton 1 4 0,6 ATV 10 Dton 1 10 0,0 Nominal Cost MCr 56,73 Sum: 13 56,7 Class Cost MCr 4,41 Valid ≥0 ≥0 Ship Cost MCr 52,72 Crew & High 5 Crew Bridge 1 Passengers Mid 5 4 Engineers 1 Low 0 Gunners 0 Extra SR 0 Frozen Service 2 Estimated Economy of Ship Standard Ship price Down Payment Mortgage Avg Filled MCr 52,72 kCr 10 544 kCr 220 0% Expenses per jump Revenue Bank Cr 105 440 High Cr 0 Fuel Cr 5 000 Middle Cr 0 Life Support Cr 28 000 Low Cr 0 Salaries Cr 7 200 Cargo Cr 0 Maintenance Cr 2 109 Berthing Cr 200 Summa kCr 148 kCr 0
J-2, operating cost kCr 330.
Code:YF-43212R1-000000-00000-0 MCr 116 400 Dton bearing Crew=6 batteries TL=12 Pass=10 Cargo=119 Fuel=100 EP=8 Agility=1 Single Occupancy LBB2 design 119 126,8 USP # Dton Cost Hull, Part Streaml 400 Dt 4 400 Configuration Cylinder 3 16 Engineering 9 Jump Drive D 2 1 25 40 Manoeuvre D B 1 1 3 8 Power Plant D 2 1 13 32 Fuel, #J, #weeks J-2, 4 weeks 2 100 Bridge 1 20 2 Computer m/1bis R 1 1 4 Staterooms 16 64 8 Cargo 119 Empty hardpoint 2 2 0,2 Ship's Boat 30 Dton 1 30 16 Air/raft 4 Dton 1 4 0,6 ATV 10 Dton 1 10 0,0 Nominal Cost MCr 126,83 Sum: 119 126,8 Class Cost MCr 12,12 Valid ≥0 ≥0 Ship Cost MCr 115,81 Crew & High 5 Crew Bridge 2 Passengers Mid 5 6 Engineers 2 Low 0 Gunners 0 Extra SR 0 Frozen Service 2 Estimated Economy of Ship Standard Ship price Down Payment Mortgage Avg Filled MCr 115,81 kCr 23 162 kCr 483 0% Expenses per jump Revenue Bank Cr 231 620 High Cr 0 Fuel Cr 50 000 Middle Cr 0 Life Support Cr 32 000 Low Cr 0 Salaries Cr 11 520 Cargo Cr 0 Maintenance Cr 4 632 Berthing Cr 400 Summa kCr 330 kCr 0
Shipped J-1 ship: kCr 148 + kCr 200 = kCr 348 per jump.
J-2 ship: kCr 330 per jump.
The J-2 ship is cheaper per jump, even with a larger crew. And I haven't even considered the extra 100 Dt the J-2 ship has over...
That's how I'd do it if I were designing it.Then the way to give j2 to such a ship is reducing some of those elements (IMHO the vehicles)
A very good idea. The only complications are that bringing your own vehicle might be part of how you're impressing the locals, or suitable vehicles may not be there if they have a low TL and a poor starport. I agree it usually wouldn't be a problem.But in this planet you can nearly sure rent this vehicle (more so if we asume as it seems budget is not a great problema), and probably it would be better adapted to the specific environment/tech of this specific planet (e.g. to have spares if you have a breakdawn).
Supp. 4 Nobles who get a Yacht during mustering-out get it free and clear. This changes in later versions....
My list for the Noble player character is now:
- No mortgage (subject to the chargen process of course)
- Priority treatment at starports
- Hassle-free travel e.g. no customs harassment