07-07-2017, 11:42 AM | #31 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Spaceships 2] Maintenance on Cheap Ships
The comparison here was to an hourly employee that you would have to pay overtime for any extra man-hours.
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07-07-2017, 11:50 AM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships 2] Maintenance on Cheap Ships
In most versions of Traveller, the cheapest way to move freight over long distances (assuming you ignore the trade rules and just design ships to do the job efficiently) is either J2 or J3, depending on TL, rule set, distance, and route details (for an obvious case, two worlds separated by 3 parsecs will always favor J3, two worlds separated by 4 with a midpoint 2 from either one will always favor J2).
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07-07-2017, 02:26 PM | #33 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: [Spaceships 2] Maintenance on Cheap Ships
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We're also looking at having a monthly maintenance roll (made by the Chief Engineer PC) that will modify the monthly cost of maintenance. Basically how well the standard "fixes" go, determine what breaks down or doesn't that month. I'm thinking MoS x 10% (which puts the crit range at 100%), but might shift this down some.
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07-07-2017, 03:21 PM | #34 | |
Join Date: May 2007
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Re: [Spaceships 2] Maintenance on Cheap Ships
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I used to always buy the cheapo "widget aisle of the supermarket" can openers that cost c. $2.00 but came apart in 2, 2 1/2 years or so. One time I was in a kitchen store, had just gotten paid so I felt flush, & bought a German-made $8.00 can opener. Boy, did I feel dumb when I got it home. Waste of money. That was 23 years ago & I'm still using that "dumb purchase." Still works fine. So with the cost of occasional washing I'm still ahead about $12 on that can opener, not counting the hassle of buying a new one every 2.5 years. |
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07-07-2017, 04:42 PM | #35 | |||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [Spaceships 2] Maintenance on Cheap Ships
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But I also get what you're saying in regards to Traveller. A particular Shipping route may be 8 jumps away via FTL-1 but one jump away via FTL-2, which could allow ingenious PCs to get paid for the equivalent of 8 jumps worth of shipping on that particular run. Quote:
So Jump-1 is bulk freight and standard mail, Jump-2 is like airmail, and Jump-3 and above are like overnight shipping. With commensurately higher rates and fewer tons of freight using the higher tiers and paying the higher rates. Quote:
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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07-07-2017, 05:37 PM | #36 | ||
Join Date: Jul 2008
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Re: [Spaceships 2] Maintenance on Cheap Ships
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But the actual point at issue here is actually quite outside that - it's how the length of the trip is calculated that's the issue. Obviously if your destination is 1 parsec (or whatever your daily distance is) away but you can't FTL in a straight line and have to go 8 parsecs to get there from here, the stardrive freight rate will reflect the latter and not the former. Traveler jump ratings change the connectivity of space, effectively redefining how far apart things are depending on what drive you're using. Which is where it gets back to what assumptions people are using for their freight payments. Quote:
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07-07-2017, 10:17 PM | #37 | |
Join Date: Jul 2006
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Re: [Spaceships 2] Maintenance on Cheap Ships
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https://www.amazon.com/dp/B001CDEFK0 ... and what do you know, eight bucks! .................................................. ............................................ In every Traveller game I've ever seen: every regularly scheduled freight service is subsidized by the government, either by providing the ships at discount prices, or some mail contract at grossly inflated rates. Player characters operating a tramp freighter are expected to be merchants, buying low and selling high, taking other's freight only as a last resort. The problem only arises if you have a player as clever as I am. There is no reason to own and operate one's own ship, leave that to the NPC's, best just to buy and sell and use the commercial shipping lines. |
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07-07-2017, 10:28 PM | #38 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [Spaceships 2] Maintenance on Cheap Ships
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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07-07-2017, 11:28 PM | #39 | |
Join Date: Jul 2008
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Re: [Spaceships 2] Maintenance on Cheap Ships
Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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07-07-2017, 11:47 PM | #40 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [Spaceships 2] Maintenance on Cheap Ships
That's background flavor, along with the 100-d limit and hydrogen fuel usage. The difference between Jump and Hyperdrive is kind arbitrary anyways; there's no reason a Hyperdrive can't require a jump point, or a Jump drive can't take some small amount of time to make the jump. As you start tacking on features the one begins to look very much like the other. The one that's really different is Warp Drive, because it keeps you in the same dimension as the rest of the universe instead of tunneling into or through some other-dimension, meaning it's much more difficult to stealth into enemy territory.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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