mike wightman
SOC-14 10K
So what is the insetting reason for the megacorporations not setting up fuel refineries on every world on their trade routes so they can benefit from refined fuel at unrefined costs?
The problem is that per port of call (functionally, per jump) evolves into per-parsec because at a fair per-jump rate for J1, no Jn over J1 is profitable and the supply of higher-Jn shipping capacity evaporates. Thus, the only available shipping happens at J1, and charges the J1 rate for each parsec.The Per Parsec interpretation works sometimes ... but not always ... and has implications that can lead to wrong assumptions.
The Per Port Of Call interpretation is the correct answer ... and it ALWAYS works in every circumstance.
If you have to buy fuel from a starport (and refined fuel is going to be especially expensive in this regard), then longer range is going to equal higher costs. But if your starship has a fuel purification plant and can refine its own fuel from wilderness sources (which are functionally "free") then longer range will not (necessarily) equal higher costs.
But the system isn't designed or balanced around profitability for, well, anyone. It's not balanced at all!The problem is that per port of call (functionally, per jump) evolves into per-parsec because at a fair per-jump rate for J1, no Jn over J1 is profitable and the supply of higher-Jn shipping capacity evaporates.
Absolutely!But the system isn't designed or balanced around profitability for, well, anyone. It's not balanced at all!
Correct answer: there isn't one ...So what is the insetting reason for the megacorporations not setting up fuel refineries on every world on their trade routes so they can benefit from refined fuel at unrefined costs?
Wrong.no Jn over J1 is profitable and the supply of higher-Jn shipping capacity evaporates.
Correct answer: there isn't one ...
Wrong.
How are you going to get to Lanth/Lanth or D'Ganzio/Lanth or any of a number of other locations off the J1 Main(s) when limited to only Jump-1 capacity?
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I might not have been clear. I was describing the market for freight shipped at Cr1000/Jump , not spec trading.Or to put it another way ... when opportunity knocks, can you even reach the door?
The other thing is that the chargen rules were set up when it was still plausible that one could spend one's entire career at one company/organization (or even merely just one career field). A more modern approach would allow changing career tracks (newer rules versions support this).For "Other" skills I would like to have had exploration and investigation. For Scout an exploration skill would have been nice also.
Our house rules were when rolling for reenlistment if you rolled a double, you could pick an extra skill from any skills table. A Merchant could pick Ship's Boat, Air Raft or ATV. Any service could pick any skill as long as it was a double above the reenlistment roll.
I've known more than a few people that were with one company their entire working time, but I'm an old fart. Yes, retiring from one of the services and moving to another would have been nice.The other thing is that the chargen rules were set up when it was still plausible that one could spend one's entire career at one company/organization (or even merely just one career field). A more modern approach would allow changing career tracks (newer rules versions support this).
Sly grin ...The other thing is that the chargen rules were set up when it was still plausible that one could spend one's entire career at one company/organization (or even merely just one career field). A more modern approach would allow changing career tracks (newer rules versions support this).
I know ... but common freight isn't where the money gets made, speculative cargo is, and for a number of legacy designs the default expectation is that speculative trade will be "required" to make up the shortfalls in the budget that are supposed to happen (by design, to encourage Players to go on Adventures to scrounge up cash).I might not have been clear. I was describing the market for freight shipped at Cr1000/Jump , not spec trading.
So your answer is ... probably not.Or to put it another way ... when opportunity knocks, can you even reach the door?
"What's a pension, grampa?"Sly grin ...
What's a pension, grampa?
I know ... but common freight isn't where the money gets made, speculative cargo is, and for a number of legacy designs the default expectation is that speculative trade will be "required" to make up the shortfalls in the budget that are supposed to happen (by design, to encourage Players to go on Adventures to scrounge up cash).
If you want to stipulate that "where" the cargo in the hold (or the passengers aboard) literally doesn't matter to your bottom line, then yes ... J1 will usually have an advantage over J2+ in that regard when all you're doing is passenger tickets and cargo transport.
So your answer is ... probably not.
Good to know then.
That's the RPG answer -- and it's a good one. That said, the straight economics answer is that nobody's going to make 40-year ship construction loans for vessels that aren't going to return a profit at established cargo rates. This means that cargo rates in the market covered by the trade mini-game have to cover expenses for ships operating in that market, or there won't be such a market because there won't be any ships in it.I know ... but common freight isn't where the money gets made, speculative cargo is, and for a number of legacy designs the default expectation is that speculative trade will be "required" to make up the shortfalls in the budget that are supposed to happen (by design, to encourage Players to go on Adventures to scrounge up cash).
Well ... when the whole point of saying J1 merchant ships rule the profit margins unconditionally regardless of map location (or any other considerations), it's only natural for the retort to be one of "hold my beer" and changing the nature of the game being played.That's the RPG answer -- and it's a good one.
Well, if speculative cargo is "disallowed" by your analysis method, then sure ... the "only" way to pay off construction costs is going to be standard cargo rates and passenger service (a remarkably low density source of revenue).That said, the straight economics answer is that nobody's going to make 40-year ship construction loans for vessels that aren't going to return a profit at established cargo rates.
That's exactly what I'm doing, because it's likely to be a very hard sale to convince a bank to loan you MCr60 or however much on a ship that doesn't have a guaranteed path to payoff. Maybe a very good trader can make that business case. . . More likely, they'll have to pay cash.I would counter with the notion that the benchmark you're trying to establish here is not so much an "only" path to payoff, but rather more of a "guaranteed" path to payoff (assuming full manifests, of course). After that, it's a matter of working out how much revenue tonnage fraction you can manage (and the proportion of the time your manifests will be full) on any given route (up to and including tramp freighter-ing your way around the entire sector).
Actually, what would happen is that the bank would lend the funding to the owner ... the owner would fall behind on the payments ... and the bank would repossess the ship. After that, the bank would simply turn the ship over to another operator who would also "be on the hook" to the bank (and hopefully better at keeping up with the payments or else wash, rinse repeat). Worst case scenario, the bank has the ship scrapped and it gets written off as a loss.That's exactly what I'm doing, because it's likely to be a very hard sale to convince a bank to loan you MCr60 or however much on a ship that doesn't have a guaranteed path to payoff. Maybe a very good trader can make that business case. . . More likely, they'll have to pay cash.
There are a number of starships which are profitable when paid off (or subsidized) so as to avoid needing to pay for bank financing.The big players are either non-ship-owning brokers doing their own speculation but paying the going rate to get it hauled, or are corps that are internally billing the ship's capex and opex against the profit they'll make on it.
And just think ... if it had 500 tons of payload instead of only 50 tons, you would be within striking distance of breaking even in terms of revenue density if those 500 tons of payload were actually 1000 low berths (since low berths net Cr1800 per ton after paying for life support). Good luck with THAT!take my Shugushaag design (J5/2G/600Td, about 50Td payload). It costs about Cr18,000 per payload ton
This is a problem!
I've got it.take my Shugushaag design (J5/2G/600Td, about 50Td payload). It costs about Cr18,000 per payload ton at Jump-5 (and shorter jumps don't save much).
Ah, the "we carry the note" used car dealer business model. Might work.Actually, what would happen is that the bank would lend the funding to the owner ... the owner would fall behind on the payments ... and the bank would repossess the ship. After that, the bank would simply turn the ship over to another operator who would also "be on the hook" to the bank (and hopefully better at keeping up with the payments or else wash, rinse repeat). Worst case scenario, the bank has the ship scrapped and it gets written off as a loss.
Scary indeed. That's a bizarrely low rate for the expected risk (piracy, misjumps, a string of bad rolls on the spec cargo table...). Good thing there's no inflation in the Third Imperium... (And, given the actual interest rates and inflation in 1977, somewhat surprising.)What's scary is that that 240% of purchase price final cost is basically a 2.1907% compound annual interest rate over 40 years (used an online calculator to check the math on that).
andAnd just think ... if it had 500 tons of payload instead of only 50 tons, you would be within striking distance of breaking even in terms of revenue density if those 500 tons of payload were actually 1000 low berths (since low berths net Cr1800 per ton after paying for life support). Good luck with THAT!
Think bigger.In other words, as a TL=13 "jump tug" for external loads of up to 400 tons deadweight/displacement needing to travel up to 3 parsecs, the design can actually be somewhat competitive.