Vehicle Designs, Part 19.1

A thread of 2 messages, 26 October 1990 to 29 October 1990, in the order they were sent.

#1648 Vehicle Designs, Part 19.1

The following 400 ton packet was designed in memory of many amusing hours
whiled away in 1976 and 1977 playing the asteroid mining scenario of the
first edition of GDW's Triplanetary.  I always had a particular fondness for
those incredibly useful little 2-10 cargo carriers.

Now, down to business.  As noted in the fluff for the Packet design, there is
no way that this thing can pay for itself under the current rules.  However,
has anybody given any serious thought to the fact that the current game freight
and passenger rates are an artifact of Imperial regulation?  It seems to me
that in the unsettled conditions prevailing in the Shattered Imperium, those
rates are going to have to cut loose and follow the rules of supply and
demand.  Of course, as governments always do so, there will be ships impressed
and otherwise forced to carry on uneconomically, but the general tendency will
be for haulage prices to rise.  Speculative goods prices should rise, too,
particularly on marginal worlds where it could be assumed that there is a
greater dependence on imports to keep the vital machinery running.  The other
thing certain to rise, and I don't think I've ever seen a treatement of it in
the game, is insurance rates.  I suspect this may have something to do with the
fact that most campaigns are run around a single ship, which would pretty much
destroy the campaign if lost, without regard to insurance.

Any comments?

Rob Dean

- -------------------------------------------------------------------------


   Packet TL13

     This armed merchant vessel is produced by LSP of Lunion, and is increas-
 ing in popularity due to the current troubles afflicting the Imperium.  Since
 a quick economic analysis of the cargo/passenger capacity and the routine
 monthly payments of a standard starship mortgage shows that there is no way
 for this vessel to pay for itself, most of the examples presently flying are
 under government subsidies.  Governemnts with off-world interests, or that
 frequently transport valuable cargos, find that armed vessels can get through
 situations which would result in the loss of less capable merchants.  A pri-
 vately owned packet would find it necessary to constantly engage in profita-
 ble speculative trade to make ends meet, and there would be every temptation
 to resort to smuggling or outright piracy.  With armament equivalent to many
 military vessels of similar size, the transition from fighting pirates to
 piracy is an easy one.

     CraftID: Packet, TL13, MCr188.54
        Hull: 360/900, Disp=400, Config=4SL, Armor=52F, Loaded=6891t,
              Unloaded=5698t
       Power: 15/30, Fusion=1980MW, Duration=30/90
        Loco: 18/36, Maneuver=2, 11/22, Jump=2, Cruise=750kph, Max=1000kph
              Agility=0
        Comm: Radio=System*2
     Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
              ActObjPin=Rout, PassEnScan=Rout
         Off: Hardpoints=4

                  Missile=x03     BeamLaser=x04
              Batteries     1                 2
              Bearing       1                 2

         Def: DefDM+5

                  SandCaster=x04
              Batteries        1
              Bearing          1

     Control: Computer Mod4*3, 3*HeadsUpHoloDisplay, 60*HoloLink
       Accom: Crew=9 (1 bridge, 1 medic, 1 engineer, 3 gunners, 2 stewards,
              1 command), Passengers=16, LowPassengers=20, Staterooms=25,
              LowBerths=20, Env=basic env, basic ls, extended ls, grav plates,
              inertial comp
       Other: Fuel=1602kl, Cargo=1077kl (79t), Fuel Purifier (18hrs),
              Fuel Scoops, ObjSize=Average, EmLevel=Faint

#1656 Re: (1648) Vehicle Designs, Part 19.1

Rob Dean writes about an armed merchant, a type of ship near and dear to
my heart -

>This armed merchant vessel is produced by LSP of Lunion, and is increasing
>in popularity due to the current troubles afflicting the Imperium.  Since
>a quick economic analysis of the cargo/passenger capacity and the routine
>monthly payments of a standard starship mortgage shows that there is no way
>for this vessel to pay for itself, most of the examples presently flying are
>under government subsidies.
[...]
>A privately owned packet would find it necessary to constantly engage
in profitable
>speculative trade to make ends meet, and there would be every temptation
>to resort to smuggling or outright piracy.

Captain Grant, my merchant character in Metlay's game, could make a profit
with it legally (at least in the Solomani Rim.)  The key here is to constantly
engage in spec trade - take on whatever passengers happen by, but don't
let the hope of carrying a full load of passengers influence where you go next.
Don't even think about freight, it isn't worth it.

Some quick sample numbers:
Monthly payment is price/240 = Cr785,583

>Passengers=16, LowPassengers=20, Staterooms=25, LowBerths=20
>Cargo=1077kl (79t)

Assume an average of 10 high or mid passages and ignore low berths
for the moment - Life support = ~80,000 per month (2 jumps)
Crew Salaries ~30,000; Layaway for annual maint ~20,000
Docking is cheap, and fuel is free.
So total expenses per month = ~916,000 Credits

For trade, find a route with good trade mods and many cargos -
example: 2 Starport A, Hi pop worlds 1 jump apart (such as Suliman and
Vanefa in Concord/Solomani Rim) You also need someone with
Broker (so he can consult the cargo table twice), and Trader (to
determine the first die on the sale price table in advance).

Now 79 tons is small enough that on High pop worlds with 2 rolls on the
table you can usually fill most of your hold with cargo that has a prerolled
"6" on the sale table, giving an average multiplier of 270% with a Broker-4
= 216% after fees.  For these worlds, the buy price is 3,500/ton, and the
base sale price is 6,000 * 2.16 = 12,960 - 3,500 = 9460/ton net * 79 tons
* 2 trips per month = 1,494,680 Credits. An average of 10 Middle passages
adds another 160,000 Credits/month for a total of ~1,655,000 per month
giving a comfortable margin of ~739,000 credits profit per month if all goes
well.  There is enough slack to be able to survive some non-optimal trips,
so things would have to get pretty bad before a skilled merchant would
be forced to break the law just to meet payments.  Of course, these days
many areas have gotten pretty bad, but hey, thats what adventurers are
for...

>However,
>has anybody given any serious thought to the fact that the current game
freight
>and passenger rates are an artifact of Imperial regulation?

The current game freight and passenger rates are an artifact of the old
Traveller
book 2, which was written without any real comprehension of economics.  For
some insane reason, they didn't change them in MT, so that you pay the same
price for a Jump-1 as a Jump-6 passage.  What this means is if you use them,
you should only sell passages on Jump-1 ships, and only buy them on Jump-6
ships...:-)  I have been thinking about trying to rework the economic
rules (in my
copious free time), so one of these weeks I'll probably send in some of
my ideas
to see how they float.
	Anyway, I like the ship.  Have fun,

					W. Dow Rieder

 	When the only tool you have is a hammer, all your problems
start to look like nails...