[Spaceships 2] Maintenance on Cheap Ships
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The intent was that you made up for the reduced financing costs with increased operating costs; I don't recall the intent right now, but 1% of reduced cost sounds reasonable.
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Which is pretty significant (in my game, anyway). |
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Tack on bank payments, and a group that couldn't afford to buy a new ship, can't really afford to maintain a used one. Quote:
And... working out the trade details on my current game... it looks like there is no way (without fudging the numbers) for my group to make a profit. I'm still trying to figure out how to best tweak things to keep the feeling of a run-down old ship, barely making ends meet... but still not going bankrupt in a single month. |
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Yep, it sucks to be broke when you have to buy things that matter.
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"Thus the total operating cost, including financing, should be roughly constant regardless of original condition." - Spaceships 2, p. 27 If you run the numbers... lets assume a $100M spacecraft base price. This requires a ~20% down payment (Financing, p. 27), or roughly $20M. The other $80M is financed at 1% per month for 12 years (Financing, p. 27), or $800k/month. Thus the total cost per month is $800k. Take that same ship as a used ship, at cheap it has a base price of $50M, down payment is $10M (cheaper to start), $40M financed at 1%, or $400k/month. Monthly Maintenance is also 1% per month, so that's $500k/month, making the total cost per month $900k. Now make that ship Very Cheap. Base cost is now $20M with a $4M down payment and $16M financed at 1% per month, for an expense of $160k/month. Monthly Maintenance is now 4%, so that works out to $800k, which makes monthly costs to operate $960k. Now, you may say that that doesn't make a lot of sense, but in reality it actually does. If the monthly operating costs of an older Cheap or Very Cheap ship were dramatically reduced then nobody would buy new ships if they didn't have to, and they'd just let their ships fall apart because maintenance costs are less than finance costs of new ships. At the same time, the value of a used ship will rise to the point where the total cost of buying or financing it roughly balances out with the cost of operating new ships. It's basic supply/demand curves, the price curve tends to move to the point where all the costs balance out. The main difference between the Very Cheap, Cheap, and New ship is that the initial investment cost is much lower for the cheaper ones - a down payment of $4M or $10M instead of $20M is required. Quote:
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(It's also worth asking if you've over-designed the players' ship and they could make ends meet in something with a higher payload ratio or cheaper components.) If you don't want to change the overall numbers, you can fudge the running costs pretty well just by shrinking the debt on the ship. Say that they got a great (and probably skeevy) deal or had some way of making a bigger down payment. If (as is typical) the ship procurement is in the backstory this is particularly easy to slip by. |
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The solution is non-routine trade: you can assume that jobs that actually require a PC-like ship will have commensurate pay. |
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They have about 400t cargo. At $10 per ton, per parsec, per day (so x7), they are making 56k per jump-2 trip. Two trips per month gives them 112k, not even half of the 250k upkeep cost. They might be able to get a job for a shipment 6 parsecs away (three weeks travel) which would net 168k, but we are still below the point of making money. Quote:
I guess I could just let them miss a few "tune-ups" and lower the ships HT each month. I'm not sure how the rules for the routine maintenance that the crew does interacts with the required paid maintenance for cheap ships. Can the crew put in extra shifts to repair the lost HT? |
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Of course, the maintenance costs go down when you're spending time in port. It looks like the desire is for a Traveller style campaign where ships spend about a week in port for every week of travel, meaning that maintenance costs will be about 1/2 what I calculated because stuff doesn't really break down when it's not in use (I mean, to an extent; mothball something for 10 years and it'll have breakdown issues but that's different than leaving it for a week). |
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You haven't, that I can see, published what your ship design is. So I can't really do anything to look at why you've got 50M worth of ship with 400t of cargo capacity. You might want to compare that to the Anthem-class light freighter in the book, which boasts almost 25% more cargo at just over half the price. That might be your problem, there... This suggests that either your ship is way overdesigned for a tramp freighter, or your setting has considerably more costly space travel than the SS2 baseline, and thus you should increase the rates accordingly. Quote:
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Actually, the ship cost 44M (22M cheap), but I've been using 50M as an example to pad out additional costs (crew wadges, berthing fees, etc.).
Here is the ships (a version of this was previously posted in the Traveller forum): Code:
TL:10; SM: 8; Shape: streamlined |
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Its Power Plant is also overpowered. It produces 2 Power Points, and only has two power using systems - the Jump Drive and the Reactionless Drive. Those don't need to be powered on at the same time, and you get $5M in savings by derating the Fusion Reactor. It could also get $3M in savings by dropping to Metallic Laminate armor and dDR 7, or $4.5M in savings by dropping to Light Alloy armor and dDR 5. Considering that this isn't a combat vessel, lacking weapons at all, it really doesn't need dDR 10. Alternatively it could install a Half-System Advanced Metallic Laminate for $3M in savings, have dDR5, and get an extra 75 tons of cargo hold. Replace the Fusion Reactor with a Half-Sized Fusion Reactor (providing 1 Power Point) saves $5M and a half-sized Cargo Hold for 25 tons. For another option, replace the J-2 drive with J-1 and you save $10M and replace one of the Fuel Tanks with a Cargo Hold giving 50 more tons of cargo. Quote:
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Good suggestions, though I should have pointed out that the actual ship that the players have has one of the "cargo" systems actually a Medium Battery with no weapons installed (this actually means that they have 45t cargo for that system, giving a 395t total, but again, I was trying to keep nice round numbers.) The power plant was also designed to have that extra power for if/when they added weapons. Yeah, it isn't a combat vessel, but they wanted to keep the option of some guns (for defense... they say) open. Of course the G:Spaceships combat rules seems like any combat is a crap shoot if the ship isn't outright destroyed with one shot, so I don't know how I feel about this. |
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Here's my take on the redesigned Hero-Class. I kept the Jump-2 engines, but implemented my other suggested changes. This dropped the cost to $27.15M and increased the Cargo Capacity to 500 Tons.
HERO-CLASS (HERO-CLASS 200D-TON PRIVATE MERCHANT) PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT) Page: T:IW206 Code:
TL Name dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost Power Points: +1 / -2 [4] Space Performance: Hnd/SR: -1/5 sAccel: 1G FTL Rating: FTL-2 Air Performance: Hnd/SR: -1/5 aAccel: 1G (22 mph/s) aSpeed: 2,500 mph (1,250 yps / 0.69 mps) SHIP SYSTEMS Code:
FRONT Code:
CENTER Code:
REAR CAMPAIGN OPTIONS: EBS's Unofficial rules, RPK's Traveller rules SHIP OPTIONS: Streamlined, Artificial Gravity, Gravitic Compensators, Standard Fuel Processor (25 Tons/hr.), Mass Market Design [1] Load includes: 2.2 tons of Crew & Passengers, 500 tons in Cargo Hold [2] Plus 4 in Hibernation Chambers, [3] Crew Requirement (8 total): 5 Control Stations, 1 Technician, 1 Passenger Care, 1 Medical SYSTEM NOTES: [4] Insufficient Power Points to run all ship systems simultaneously FUEL USED: [5] Hydrogen, [6] Hydrogen/Helium Isotopes TROOP STRENGTH (TS): 0 CLASSES: Air, Space FEATURES: Night, Sealed HABITATS Code:
Qty. Location Type SM Notes |
Re: [Spaceships 2] Maintenance on Cheap Ships
Oh, something else to note regarding Traveller Jump Drives, keep in mind that Jump-2 doesn't just mean that a ship can travel twice as far in a single jump, it also means that the ship can jump some starless gulfs that Jump-1 ships can't without making some modifications to the ship. To cross a 2 parsec gulf a Jump-1 ship would either need to mount extra Fuel Tanks, have some collapsible fuel tanks in the Cargo Hold (I don't know if these appear in the ISW book, they don't appear in Spaceships, but they do appear in previous versions of GURPS Traveller), or use drop tanks (a concept which showed up in some Traveller supplements, but I don't think were ever used in GURPS Traveller). And even with those modifications, the Jump-1 ship still takes two jumps and two weeks to cross the gulf that the Jump-2 ship can do in one jump and one week.
And a Jump-2 ship can, with some modifications, cross a 4 parsec gulf. |
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(Of course, if this is as advantageous as it sounds, you've got to question why you're the only one with a Jump-2 drive...) |
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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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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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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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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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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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In particular reference to the drive classification side-issue, the distance-independent jump time is directly contradictory to paragraph 3 (out of 4) in Spaceships' definition of a hyper drive. Quote:
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As for real-space detection - in space while nobody can hear you scream, but everybody can see you coming. The problem with real space is that despite all the... space... there's no place to hide. The best you can do is mask your approach behind a heavenly body, but that only works up until you have to move past that heavenly body into line-of-sight of any sensor platform. And there will be lots of sensor platforms, if only to keep an eye on all the space junk out there that might be dangerous. |
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I don't agree much with your particular points about it, though. Quote:
But the idea that that's more fundamental than whether travel is instant, or whether it has strong path or endpoint restrictions is kind of arbitrary. Quote:
Detection of ships in hyperspace, if it's at all useful, is necessarily faster than FTL vessels and thus faster than light - which is not necessarily true for any means of detecting warp or sublight craft. Also, it's really easy to have a hyperspace signature be much more obvious than a ship in real space is - especially if, as I suggested, there's no expectation that you need to watch for ships entering your system without such a signature. Of course, it's certainly also possible for hyperspace arrivals to offer no advance warning at all. FTL is probably the biggest forced wild-card in interstellar setting building. |
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Ships traveling via hyperspace might encounter each out, meaning fights are possible in hyperspace. Also if using Jump Gate networks Jump-based drives (As opposed to Hyperdrive-based ones) don't need a matching gate at the far end, in fact return may be possible without a Gate at the far end.
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