And happy new year from the west coast!
(a few minutes early, but I'll be away from the keyboard for a bit)
(a few minutes early, but I'll be away from the keyboard for a bit)
J2 can, on pure freight ships, make a profit, if they go tramping and keep generally full, on per jump pricing. High passengers, due to the rules about stewards, make for economic losses; carrying mids only is, by the way things are written in CT/MT, not practially possible; a guy with a high passage coupon has the right to force you to debark your mid in favor of his high.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.
A lot of the answer depends upon how one looks at starport codes ...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?
Trader-3 skill lets you do that (9 days out predictions) without needing psionics (LBB7, p30).if there were a psionic talent that predicts interstellar market trends, I'd recruit that mutant.
That was my first thought as well, that such a low interest rate (even if it is compounding annually) was surprisingly low.(And, given the actual interest rates and inflation in 1977, somewhat surprising.)
You see? My prior research into the external cargo tug options has relevance to other ship designs besides my own. You just need to think Outside The Hull™.*needs more M-drive though, which is basically the Escort variant when drawn up for LBB2-only rules (J5/5G/6 x triple-turret). Yes, a 600Td mini-battlewagon repurposed as a jump tug for 2400Td cargo pod.
You may be looking at different numbers than I am.J2 can, on pure freight ships, make a profit, if they go tramping and keep generally full, on per jump pricing.
40 tons of refined fuel costs Cr20,000.I'm assuming the purchase of refined fuel, though, which might be where the difference lies.
Each of your examples ignored the key point that "Differences in starship jump drive capacity have no specific effect on passage prices." If getting there by J1 takes n jumps and by Jn takes 1 jump, the passage price is to be the same. Otherwise there would be a "specific effect on passage price" that is disallowed. Ergo, per parsec pricing.Another example of coming to the WRONG conclusion with confidence. <snip lots of stuff>
You may be right. Okay, it's a far better likelihood than may. However unless a group has really gotten into the GURPS Free Trader mode of play, simple might be good enough to help drive the plot along.Each of your examples ignored the key point that "Differences in starship jump drive capacity have no specific effect on passage prices." If getting there by J1 takes n jumps and by Jn takes 1 jump, the passage price is to be the same. Otherwise there would be a "specific effect on passage price" that is disallowed. Ergo, per parsec pricing.
All your logic fails to include any actual analysis of starship operation costs, but reflects the decision to keep the game simple with a fixed price system. In reality there would be no fixed prices, for anything, but only averages. But if, for the sake of simplicity, we used fixed prices, per parsec is the way that makes economic sense for starship operation. No starship operator would set prices that wouldn't cover costs, and no bank would finance a starship that couldn't set prices to cover costs. Businesses that don't cover their costs go out of business, including the banks.
Each of your examples ignored the key point that "Differences in starship jump drive capacity have no specific effect on passage prices."
Not this obvious fallacy of thinking again ...Ergo, per parsec pricing.
Um ... because starship operation costs is a separate topic?All your logic fails to include any actual analysis of starship operation costs
Pffft. Standards.In reality there would be no fixed prices, for anything
Congratulations!per parsec is the way that makes economic sense for starship operation.
It's not per jump.You are, of course, free to slavishly follow the per jump pricing as "the rule."
Oh ya like that’s fun to argue over!Two things can be true simultaneously:
1. The Traveller freight rules work for a small-scale merchant campaign, providing for some advancement before players get beyond its limits.
2. The Traveller freight rules are inconsistent with both real-world economic forces and the game's fictional starship cost structure, and don't work outside the scope of a small-scale merchant campaign.
This is sort of great, because then per the real world, you get a percentage back at the end of the year, say the difference between the refined and unrefined total cost. So that not only are there subsidized trade ships, also subsidized fuel refineries ...I'm assuming the purchase of refined fuel, though, which might be where the difference lies.
Um ... we're still doing it ... over 40 years later ...?Oh ya like that’s fun to argue over!