BetterThanLife
SOC-14 1K
I am not suggesting that a paid off Jump-2+ ship can't make a profit. I am saying they can't pay their loan.
I do think my forays into trade and spec, mostly in CT, tend to color my judgement. Trade and Spec in LBB2 is one roll on the chart per week. You can't sit on a planet forever looking for the right load. (Same effect as flying with cargo at standard rates, your mortgage doesn't get paid.) And you could end up for example with a roll on a Industrial world with a roll of Radioactives. and your only target worlds are Rich, Non-Industrial, Agricultural and Poor. If you roll a 7+ (58% chance) on the value chart, even with your Broker-4 skill you are screwed. (Especially when it comes time to sell you roll low.) I hit that once too often to take Trade and Spec seriously.
Now if you limit yourself to travelling between NI and I worlds you aren't likely to get hurt, but it is still possible.
My favorite gambit was to get a wharehouse and a hotel suite on a Rich World and engage in Trade and Spec. Wharehouse it for a week and sell it. (And if the wharehouse is big enough you can sit on something for a week if the price bites and keep buying.) But that was the only way I could consistently make the Trade and Spec chart work for me. Then you aren't a merchant you are a commodities broker, and you aren't doing any travelling.
MT was the same chances to purchase cargo as haul freight. And the loads actually made sense based on what planet you were on to make the trip. (But I will admit with the new combat rules in MT I never ran a Merchant campaign or played in one we spent most of our efforts running Mercenary tickets and/or running off on some patron's errand, and by that time we were using the Passage per distance concept on a regular basis. So I am not sure how it would all work out but looking at the charts it looks like you can make a living at it. However with the lesser Jumpfuel requirements you can make a profit anyway.)
T20 does give you multiple rolls, based on world pop, on the, what's available table, but it is still a random chance, and unlike MT the available cargo has no bearing on what planet you are standing on. You could still end up having to buy high instead of low.
Most importantly it does require capital to engage in Trade and Spec in the first place, and most players, especially starting players, making payments on a non-profitable ship, don't tend to have a serious surplus of capital. (Free Traders and Fat Traders are another matter of course.)
I do think my forays into trade and spec, mostly in CT, tend to color my judgement. Trade and Spec in LBB2 is one roll on the chart per week. You can't sit on a planet forever looking for the right load. (Same effect as flying with cargo at standard rates, your mortgage doesn't get paid.) And you could end up for example with a roll on a Industrial world with a roll of Radioactives. and your only target worlds are Rich, Non-Industrial, Agricultural and Poor. If you roll a 7+ (58% chance) on the value chart, even with your Broker-4 skill you are screwed. (Especially when it comes time to sell you roll low.) I hit that once too often to take Trade and Spec seriously.
Now if you limit yourself to travelling between NI and I worlds you aren't likely to get hurt, but it is still possible.
My favorite gambit was to get a wharehouse and a hotel suite on a Rich World and engage in Trade and Spec. Wharehouse it for a week and sell it. (And if the wharehouse is big enough you can sit on something for a week if the price bites and keep buying.) But that was the only way I could consistently make the Trade and Spec chart work for me. Then you aren't a merchant you are a commodities broker, and you aren't doing any travelling.
MT was the same chances to purchase cargo as haul freight. And the loads actually made sense based on what planet you were on to make the trip. (But I will admit with the new combat rules in MT I never ran a Merchant campaign or played in one we spent most of our efforts running Mercenary tickets and/or running off on some patron's errand, and by that time we were using the Passage per distance concept on a regular basis. So I am not sure how it would all work out but looking at the charts it looks like you can make a living at it. However with the lesser Jumpfuel requirements you can make a profit anyway.)
T20 does give you multiple rolls, based on world pop, on the, what's available table, but it is still a random chance, and unlike MT the available cargo has no bearing on what planet you are standing on. You could still end up having to buy high instead of low.
Most importantly it does require capital to engage in Trade and Spec in the first place, and most players, especially starting players, making payments on a non-profitable ship, don't tend to have a serious surplus of capital. (Free Traders and Fat Traders are another matter of course.)
Originally posted by Aramis:
Bhoins:
long-range jump craft can make money enough to fill a market niche, even at book rates.
Base rule of technology: If it can be done, then someone will do it.
Corollary: if it makes a profit, someone will keep doing it, even if it isn't the most profitable way to get it done.
We see this in high-performance autos and aircraft already. The margin for flying CEO's in a Cesna prop pusher is far more efficient than doing so in Lear Jets; for some people, the extra time is worth the hassles and/or expenses.
That being said, J2 merchants will exists specifically becuase there are those who will wait for the J2 rather than buy two J1 passages... and there are those that will provide same in order to make the trip, even tho they could make far more with a jump 1 vessel.
Likewise, speculation is aided immensely by J3 vs J1, or even J2. A J1 ship has 6 targets maximum
A J2 has 18 targets maximum
a J3 has 36 mmaximum targets.
Add the effects of Broker 4, and the CT tables become quite profitable... add Trader 3+, and they become a money mill.