I'm trying to come up with a way to put a number on how likely a specific free trader (the PCs) are to find passengers, freight, and speculative cargo on a particular world.
So far I have the following:
What I'm asking for is imput as to what other factors that should be taken into account (government? Law level? Tech level?) and as to whether the numeric value of the factors sounds reasonable.
Once I have a number, I'll come up with a way to use it. I haven't figured out precisely how. I've been thinking that one might evaluate the potential of a specific jump by adding the TP number of the two worlds, account for trade codes somehow, add one die and subtract one die to account for seasonal variation (new roll allowed if the ship stays on the world for five days) and subtract something if the jump is for a lower distance than the ship is able to perform.
Hans
So far I have the following:
Each world has a basic trade potential.
Population code:
0-2: 0
3-4: 1
5-6: 2
7: 3
8: 4
9: 5
10: 6
Starport type usually correlates to how much competition to expect from the
regular shipping lines.
A -2
B -1
C 0
D +1
E +2
X Special adventure only
(The referee should take special circumstances into account. For instance,
if a world is owned by a shipping company, competition is likely to be very
hard whatever the starport class.)
If someone on the crew is familiar with the world: +1
If someone on the world will be helping the crew: +1
Population code:
0-2: 0
3-4: 1
5-6: 2
7: 3
8: 4
9: 5
10: 6
Starport type usually correlates to how much competition to expect from the
regular shipping lines.
A -2
B -1
C 0
D +1
E +2
X Special adventure only
(The referee should take special circumstances into account. For instance,
if a world is owned by a shipping company, competition is likely to be very
hard whatever the starport class.)
If someone on the crew is familiar with the world: +1
If someone on the world will be helping the crew: +1
Once I have a number, I'll come up with a way to use it. I haven't figured out precisely how. I've been thinking that one might evaluate the potential of a specific jump by adding the TP number of the two worlds, account for trade codes somehow, add one die and subtract one die to account for seasonal variation (new roll allowed if the ship stays on the world for five days) and subtract something if the jump is for a lower distance than the ship is able to perform.
Hans