Re: [Spaceships] Making a setting work...
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Re: [Spaceships] Making a setting work...
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In order to do business, a trader needs free access to many ports. Pirates don't. A pirate needs a haven where they can resupply and fence their loot, but they only really need one. So if you've got a few worlds, stations, or what have you that cheerfully enable piracy...Tortuga, Jackson's Whole, that sort of place...the pirates can get by just fine even if they'd be arrested on sight in the vast majority of ports of trade. But a merchant who's been declared pirate for stopping payments on their ship will essentially be out of business. |
Re: [Spaceships] Making a setting work...
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Re: [Spaceships] Making a setting work...
Don't neglect the possibilities of giving the PCs a PoS ship. Let's say that a new ship of some type costs $10 million, and has operating costs as follows:
Loan Service and RoI: $100,000 per month Crew: $25,000 per month Parts and Maintenance: $25,000 per month. Total: $150,000 per month. Now, consider the PoS ship. Because it's in bad shape, it needs double normal crew ($50,000 per month) and four times normal maintenance ($100,000 per month). That's $150,000 per month right there, and basically means the ship is worthless in normal use. It would have some value, but if it's currently basically nonfunctional and the PCs can get it operating, it might cost them under a million. This has the side virtue that the GM can randomly strand the PCs on strange worlds when their ship has a breakdown. |
Re: [Spaceships] Making a setting work...
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Ships of the Gloria's class cost a little over a million new and half that when worn down to Cheap quality (as the Gloria was). The Gloria was relatively small, only having a cargo capacity of around 100 tons but there was a size limit on all ships in the game. No Imperial Star Destroyers in that setting. Ships in a certain supplement may cost tens or hundreds of millions of $ but that's only because someone thinks they should. If it's your game then the "someone" is you. Ships cost what you think they should. This is particularly true both when you're the one writing the rules of the universe _and_ when using an system as abstract as Spaceships. Just leave costs the same across the TL and the SMs and the system won't care. It's not a game balance issue as long as everything built with the rules uses the same rules. |
Re: [Spaceships] Making a setting work...
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I'd note that in most game systems spaceship rules, ships get a lot cheaper if you leave off the weapons, armor, and long range sensors, none of which are very useful for a merchant operating in places that have local policing and traffic control. Adventurers will whine about the crappy ship capabilities, but merchants who try to avoid places where you have to shoot at pirates, avoid uncharted asteroids and land without a field beacon and won't miss them. |
Re: [Spaceships] Making a setting work...
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Re: [Spaceships] Making a setting work...
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OTOH, newbie pirates are going to have plenty of problems without adding that one... |
Re: [Spaceships] Making a setting work...
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Even if you wanted to buy a "very cheap" Outlander-class ship, you'd still need $9.24M, which at TL10 means you'd still need to be a Multimillionaire to support the genre convention of "entrepreneur buys ship, lives hard life as tramp freighter captain." If we take the costs in Spaceships as reasonable, we are left with one inevitable conclusion: the genre is economically unrealistic. You must make everything to do with ships cheaper to simply buy a ship the way the genre works. |
Re: [Spaceships] Making a setting work...
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