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Old 06-10-2018, 12:53 PM   #11
ak_aramis
 
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Join Date: May 2010
Location: Alsea, OR
Default Re: Slower fuel-efficient jump drive implications?

Quote:
Originally Posted by Fred Brackin View Post
Sorry, too many numbers without enough explanation. I can't make head or tail out of what you think you've demonstrated.
Your approach (changing the cost of the hardware) is the wrong approach. It causes too many other changes in a cascade, since almost all editions prices are inter-related with other vehicle types

More explanation on what I showed.

So, without changing the costs of drives, fuel, or hardware (because in Traveller, those are assumed to be based upon man-hours and materials taken to make them) and the same proportional profit margin... just changing the fuel used for jump and the time taken (because that affects the prices needed to make the payments).

The cost of a ton of cargo at J1 moves from about KCr1 to about KCr2.1
Mid Passage goes from KCr8 to KCr18.5
High Passage goes from KCr10 to KCr23.5
Low Passage should change similarly, but I didn't work it out. I'd estimate the cost goes to about KCr 2.1

The process of figuring prices is simple but long:
  • Build a ship that has nothing but cargo.
  • Work out the costs for that ship per ton of cargo
  • Work out the changes in cargo space for the lowered fuel use.
  • Figure out the cargo cost for the new version.
  • Mark up that the same amount as the original.
  • From that, figure out the cost changes for a stateroom carrying a mid passenger (4 cargo tons go away, plus you have to pay maintenance and increased mortgage, Life support, and mark up the total the same as prior)
  • Figure out the costs for high passage in a similar way as MP, but accounting for the 1/8 of a steward's salary, time, Life support, and stateroom. Mark the total up the same way.
  • Figure out the Low Passage, which costs half a ton, plus mortgage increase, maintenance increase, and life support, and 1/20 of a medic's Stateroom, Life Support, Salary.

Doing it totally right would be to build the ships at a range of tonnages and averaging the calculations, and repeating for each jump number and tech level.
The 400Td price point is about midway between worst and best.
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