mike wightman
SOC-14 10K
They are a bit big to fit in the missile rack...
Just use launch tubes.They are a bit big to fit in the missile rack...
Hmm, the point is that the megacorps are committed to the line through capital commitment, the line can crush all competitors through literally no capital expense on the high jump routes and come to think of it likely makes their money on exclusive contracts on the local J-1/J-2 megacorps deliveries, the megacorps effectively gets Cr250-Cr500 per parsec rates for their investment and much less inventory in transit (interstellar JIT).The point of underpricing competitors to drive them out of the market is to then be able to charge monopolist rates. Keeping the prices at loss-leader levels sort of defeats the purpose. . .
But in the end it's a handwave for a broken pricing scheme anyhow. And that's fine, as long as the players are on the beneficial side of the transaction. Determining the value of a High Passage received in mustering out (or a TAS membership) would get weird otherwise, and cheap space-fares make the game go more easily. Players won't notice that it doesn't work out until they get their own high-Jn ship, and with luck they'll just put it down to inefficient design (if they're not gear-head munchkins wielding spreadsheets) instead of overly simplified and narrowly-scoped trade rules.
Makes a good setting feature, even if the economics don't make sense to me. But then, they don't really have to make sense, do they?Hmm, the point is that the megacorps are committed to the line through capital commitment, the line can crush all competitors through literally no capital expense on the high jump routes and come to think of it likely makes their money on exclusive contracts on the local J-1/J-2 megacorps deliveries, the megacorps effectively gets Cr250-Cr500 per parsec rates for their investment and much less inventory in transit (interstellar JIT).
It's an attractive proposition to me for creating an enviornment of giant megacorps rigging the trade game to favor coreward IND production, suppressed local production and something like Oberlindes going up against The Man.
So what would be your goal for the new freight rules? At the end of the day, what boxes do you want to check?Dropping the argument for now, with a note to myself to finally get around to working up a set of freight rules for the "excluded middle" range between J-1 small ships and the megacorp lines that play a different game.
Rates that allow the most-efficient available (by TL and the astrography of a region) ships to turn a pretty good profit on freight. Less efficient (in LBB2 terms, smaller) ships should just barely be able to break even, and be forced to rely on speculation for any significant profits.So what would be your goal for the new freight rules? At the end of the day, what boxes do you want to check?
That's the beauty of the situation, isn't it?It's an attractive proposition to me for creating an enviornment of giant megacorps rigging the trade game to favor coreward IND production, suppressed local production and something like Oberlindes going up against The Man.
According HG, launch tubes need (except if config is 7) 25 times the craft 's volume...Just use launch tubes.
What if -- hear me out -- you used a Spinal Mount Mass Driver with XBoats for ammo?According HG, launch tubes need (except if config is 7) 25 times the craft 's volume...
To fit 2500 dtond launch tubes, I guess we're not talking about usual players' ship...
Space Kamikazes.What if -- hear me out -- you used a Spinal Mount Mass Driver with XBoats for ammo?
All true except that interstellar polities have agendas that can trump market efficiency or even rule of law.That's the beauty of the situation, isn't it?
As soon as one "player" in the megacorp game makes their move and attempts to entrench themselves, they commit to a specific business model which then invites their competitors to figure out ways to undercut them and steal their market share. Creative destruction is the name of the game at that scale, and the path to victory lies in finding solutions that are more efficient.
Industrial/Non-industrial worlds
Rich/Poor worlds
Agricultural/Non-agricultural worlds
Asteroid Belts
Desert worlds
... all of them offer differing economic terrain and competitive demands that need to be satisfied. World populations grow and fall, the tides of economies shift and turn over time as supply meets demand.
It's all a DANCE ... where the ledgers and bookkeeping are the dance floor, where fortunes can be made ... or lost.
Far Trader does this.I'd like to include promptness incentives that make higher Jn ships viable on freight and passenger fees.
Good point. I'm aiming to keep the floor higher than the present rules do.The biggest issue with these types of systems in simply gambler ruin. In the end, it's a random system. As I mentioned when I was doing the J2 runs, at one point the ship ran an entire year without making any money. Always at the mercy of what was available to be sold, and how much it was worth selling for. If the ship didn't have enough capital, it would gone bankrupt.
You're accelerating more than "mere particles" at that point.What if -- hear me out -- you used a Spinal Mount Mass Driver with XBoats for ammo?
{whistles not so innocently)And therein lies conflict and story…..
To be fair, this is somewhat true of most roleplaying experiences.The biggest issue with these types of systems in simply gambler ruin. In the end, it's a random system.
This is where starship design for day to day operations (and quality of life aboard) comes into play.Naturally this was exacerbated by the high overhead of the ship. It was flat expensive to run.
Adversity breeds innovation.Good point. I'm aiming to keep the floor higher than the present rules do.
No-win situations breed player resentment.Adversity breeds innovation.
Honestly, what you describe is most small businesses.In the end, it's a random system.
If the situation truly has NO solutions that "win" ... sure.No-win situations breed player resentment.
Keep in mind that it needs to be winnable (remaining in the game constitutes a marginal victory condition) without requiring grognard spreadsheet-wielding munchkin skills.If the situation truly has NO solutions that "win" ... sure.
But if a situation does have solutions that "win" ... but require you to pay attention and make smart decisions ... GAME ON!