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Old 04-16-2019, 08:58 PM   #1
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Business plan for a 100 dTon seeker hull.

Hello Folks,
what follows is an analysis handed in on behalf of a ship builder who is charged with producing the 100 dTon seeker class ship as listed below.

Note, this is not the standard Seeker class ship from GURPS TRAVELLER - but a revised version that incorporates Drives that produce 49 sTons of thrust per unit instead of 40. I analyzed the amount of space taken up by a TL 12 maneuver thruster and found that it used a higher percentage of a dTon than did the TL 10 version and simply upped the volume use of the TL version until it came close to that of the TL 12 version.

Modules used: Basic Bridge (compact bridge option), 3 Jump Drive, 17 Maneuver drives, 20 Jump Fuel tank, 2 Fuel Processors, Small Utility, 2 Staterooms, 2 Space dock, 24 Hold. 1/2 dTon space unallocated.

Cost: 26,013 MCr.

Accel 2.14 fully laden (full fuel tank and 5 sTons freight per cargo hold)/3.65 Gs empty

All of the standards of a scout hull with respect to stealth, emissions control etc applied. No weapons, 1 turret and hard point installed.

Now, here is the analysis:

Remove all unused staterooms not required for ship operations.

Reason:
Each stateroom added to the hull incurs a cost that adds 50 Credits per month for the ship's loan payments (assumes 20% down, with 480 payments owed per month).

Revenue earning potential for cargo capacity: 650 per dTon per parsec jumped = 1300 Credits

Revenue income required per stateroom to equal that of a standard zero cost freight hold area is 1300 credits

Actual performance of revenue income assuming a standard ticket priced at 1750 per ticket per jump (not per Parsec as some may assume!).

Total middle passage tickets that can be sold per stateroom is 2. Net revenue per stateroom for middle passage is 3500 credits per jump.

Average income per dTon is 3500/5 (Note: Each middle passage ticket entitles the passenger to use 1/2 dTon freight capacity for their baggage)

Net income for a single 2 parsec jump is 700 credits versus 1300 credits.

Loan payment per month is 54,193.75

3 Jumps per month assuming the ship owner engages in trade between two worlds that are at least 10 parsecs away from each other:

Each jump heads to the gas Giant of the local system requiring wilderness refueling - until the destination is reached 5 jumps later:

Income per dTon of freight: 24 x 585 Credits x 10 = 140,400 (Note: freight contract bidding is assumed to occur in cut-throat bidding processes resulting in 90% average income).

Time to reach destination is expected to be 40 days. This equates to roughly 1.33 month's worth of loan payments. Total expected outlay in expenses would require wages for two employees, plus landing fees extracted per landfall (1 per 5 parsecs). Toss in the fund that is the annual maintenance fund, and we have roughly the following costs per trip:

Hull Class 100 berthing fee: 100 x 20 or 2000 Credits.
Fuel costs: 20 x 350 = 700
Handling Fee: 500
Starport Fee: 500

Wages: 2200 + 2000 per month for a crew of 2.
Monthly expense of "ship's maintenance fund": 2167.75

Total expenses: 1.3 x monthly expense = 8491

Port landing: 3700

Total Expenses 12,191

Revenue per trip of 10 parsecs: 140,400
Total expenses per trip of 10 parsecs: 12,191 + 72259 = 84,450

Profit: 55,950

Would you as a banking officer consider this plan worthy of extending the loan? Even if the Bank required that they pick up a third man for the crew of the ship, they could still swing at least 2000 per month wage expense for the third man.
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