|
|
|
#21 |
|
Join Date: Aug 2004
Location: Alberta, Canada
|
It could also be pointed out that those considered pirates by one group might be the registered privateers of another. So essentially there could be a world (or a commonwealth of worlds) funding an underhanded economic war against another.
Essentially - we'll give (or loan) you a ship if you go out and disrupt any ships that aren't ours that are using X shipping route. BTW if you claim you work for us we will refuse to acknowledge you and our legitamate ships will come after yours (and you go from being a privateer to a pirate). |
|
|
|
|
|
#22 |
|
Join Date: May 2008
Location: CA
|
This shouldn't be all that much of a surprise - the genre is economically unrealistic. You need lots of wierd assumptions to make it even kinda-sorta work, and even then it's usually a stretch. Much easier just to say 'ignore all that 'economic reality' stuff and just obey genre conventions, okay?'
|
|
|
|
|
|
#23 | ||
|
Join Date: Jul 2008
|
Quote:
Quote:
If your model of the genre expects a captain to pay full price in cash to buy the ship and then live a Struggling lifestyle to keep it...that's not impossible, but it's not too likely when a very minimal freighter costs over 5M. If you're willing to allow the captain to maintain a somewhat higher standard of living, though, it gets rather more believable. A small-trader captain should probably be Status +1, anyway...and can't afford to be Status -1! And of course allowing credit helps.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
||
|
|
|
|
|
#24 | |
|
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
Quote:
During some early Tales of the Solar Patrol games, the player of the ship's commander decided to be Wealthy, and he wanted to replace one of the ship's lifeboats with a non-regulation runabout. I didn't have a problem with letting the Patrol look past this, but there was just no way his character could have actually afforded the runabout. Fortunately, most of the players didn't really care about actually sticking close to the GURPS rules, so I just okayed it and we moved on. But there are no advantages supporting this particular genre convention — it's very hard to "just own a ship," even in settings like, say, Star Wars where owning a ship isn't all that big a deal. According to the genre, owning a spaceship is the equivalent of owning a boat in the real world, and all costs are likewise. Realistically, it's quite reasonable to own a boat, but not a spaceship. That's the problem. |
|
|
|
|
|
|
#25 |
|
Join Date: May 2008
Location: CA
|
Well, you can always buy the spaceship as Signature Gear (or Signature Assets) and hand-wave away how he got it ('he won it in a lottery, but part of the rules is that he isn't allowed to sell it!', for example). That won't significantly impact his actual Wealth level, but it does adequately show that, yes, he does actually own a spaceship.
|
|
|
|
|
|
#26 | |
|
Join Date: Jul 2008
|
Quote:
Buying a ship by trading points for cash via RPK's exponential scheme and then registering it as sig. gear could work. It's still pretty expensive, but that's not unreasonable for owning a spaceship.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|
|
|
|
#27 | |
|
Join Date: Aug 2007
|
Quote:
The prices of Stock Light Freighters, landspeeders and blasters all being speculative as well as existing in a universe with 17 kinds of superscience technologies it's all as likely as anything else.
__________________
Fred Brackin |
|
|
|
|
|
|
#28 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
A significant part of the problem is that, well, owning a ship will generally produce income that is roughly appropriate to the cost of the ship, because trade rates are normalized based on the cost of trading vessels; you can assume that a ship, in normal operation, produces revenues that exceed its operating costs (including crew salaries) and mortgage costs (if possibly narrowly). On a $5M ship, that's probably at least $25k/month in excess of operating costs (and probably significantly more); in a TL 10 game, without a loan, that's going to be at least Wealthy.
|
|
|
|
|
|
#29 | |
|
Join Date: Aug 2007
|
Quote:
Since it was a cheap ship it made for cheap shipping. Expensive ships will make for expensive shipping. One of these assumptions will probably fit your genre better than the other.
__________________
Fred Brackin |
|
|
|
|
|
|
#30 |
|
Join Date: Jun 2010
|
At best, in any sci-fi setting, your average star system will see 20 ships a month. That's hauling luxuries, people wealthy enough to move planet, military vessels and 'police' patrols. Planets HAVE to be self sufficient in basic goods, or they don't survive.
Economically, you might see an ENTIRE GROUP of player characters band together with their money, loans, favours owed etc to afford a ship, with shares in it between them (which also prevents it being sold by 1 of them, as they can sell their shares in it, but not the ship itself. One of them might professionally captain it, being the front man and negotiator for the crew, but they all are owners) That'd give you A) a decent starting point on buying a ship, B) a reason the PC's are together and having to work together, even if they don't get on 100% of the time, and C) an opportunity for adventures, when different things affect different people. |
|
|
|
![]() |
| Tags |
| spaceships |
| Thread Tools | |
| Display Modes | |
|
|