06-10-2018, 12:53 PM | #11 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Slower fuel-efficient jump drive implications?
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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:
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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06-10-2018, 01:35 PM | #12 | |
Join Date: Aug 2007
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Re: Slower fuel-efficient jump drive implications?
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Your work showed that if it were not substantiually cheaper to build and/or operate it would not be at all competitive. I have trouble seeing how my statement was wrong. If the original poster wants his alternative drive to be anything but scrap metal after Imperial contact he needs to change more than the fuel consumption
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Fred Brackin |
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06-10-2018, 01:43 PM | #13 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Slower fuel-efficient jump drive implications?
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06-10-2018, 02:14 PM | #14 | |
Join Date: Jul 2007
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Re: Slower fuel-efficient jump drive implications?
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I wanted to start the PCs off in a knockoff of Cherryh's Union/Alliance "Downbelow Station" setting but adding the OTU in later maybe. Consensus here and on FB is that it won't, the Imperials et al will just say "how quaint" and ignore it. Jump space theorists will be all over it for research, and the Scouts and others may want it for special cases, but merchants and navies won't care. And it will be be replaced eventually, yes, as outside merchants move in, Islanders buy outside ships, the tech level upgrades to make proper jump drives, etc. But that won't happen overnight. It will take years to decades for slowjump ships to disappear entirely, especially if I keep the merchanter cartel aspect. And slowjump ships may persist out in the boonies even longer. Eidt: Thanks to everyone for their comments.
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-- Burma! Last edited by cptbutton; 06-10-2018 at 03:11 PM. |
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