Quote:
Originally Posted by JMason
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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From what I recall, the numbers were set up so that an efficiently designed freighter will be marginally profitable running as a liner. This means that ships with PC-like features (such as weapons) or schedules are generally unprofitable in routine trade.
The solution is non-routine trade: you can assume that jobs that actually
require a PC-like ship will have commensurate pay.