Operating Expenses

A thread of 3 messages, 12 December 1991 to 18 December 1991, in the order they were sent.

#3310 Operating Expenses

Mike Surman suggested in his note the other day that we might consider revising
the cost of a starship ticket down, in some revision of the trade and commerce
system.  Along those lines, let me ask if anyone else thinks that Cr2000 per
person per jump seems to be a bit excessive as a life support cost.  In my
recent (hopefully soon to be restarted) game, the cash-poor players often
asked what they were getting for that money, since it was a large part of
what they were otherwise earning.  I couldn't answer...can anyone else?

What do you need to maintain life in space?  Food (cheap), air (cheaper),
water (cheap), power (lots of it on a ship), specialized equipment (already
included in the cost of the ship--extended life support isn't real cheap,
plus we pay annual maintenance on it.)

Rob Dean

#3320 Re: TML nightly: Msgs 3310-3312 V30#10

Rob Dean writes...
>Date:     Thu, 12 Dec 91 16:58:28 EST
>From: Robert S. Dean  [email removed]
>Subject: (3310)  Operating Expenses

>Mike Surman suggested in his note the other day that we might consider
>revising
>the cost of a starship ticket down, in some revision of the trade and commerce
>system.  Along those lines, let me ask if anyone else thinks that Cr2000 per
>person per jump seems to be a bit excessive as a life support cost.  In my
>recent (hopefully soon to be restarted) game, the cash-poor players often
>asked what they were getting for that money, since it was a large part of
>what they were otherwise earning.  I couldn't answer...can anyone else?

2000 cr/jump is the _passenger_ rate, is it not?  The crews' lifesupport
is already figured in the cost of the ship expenses.  When I was running
a merchant with a crew, I did not charge the crew for passage.  The cost
of the crews' life support is figured into the cost of the ticket for
a passenger.

>What do you need to maintain life in space?  Food (cheap), air (cheaper),
>water (cheap), power (lots of it on a ship), specialized equipment (already
>included in the cost of the ship--extended life support isn't real cheap,
>plus we pay annual maintenance on it.)

The big item contributing to the cost of a passenger ticket is the ship
cost.  Also, I always assumed good fuel being bought and if I was able to
get fuel skimmed off a gas giant or from an ocean, that went into my pocket
as part of the profits.  Also, I had to be able to maintain and depreciate
the purification plant.

It is not so in-expensive as it seems to be able to run a ship.  I'tt try to
remember to post my balance sheet and calculations used to figure out what
it takes to run a merchant ship.  Let me say this, it was fun.

 *-=Carl=-*  INTERNET - [email removed]       | Be wary of strong drink.     |
             DELPHI - WULFGAR  GEnie - C.FAGO1| It can make you shoot at tax |
 Carl Fago   State College, PA                | collectors -- and miss!      |

#3351 Re: (3320)

Carl Fago asks:
>
> 2000 cr/jump is the _passenger_ rate, is it not?  The crews' lifesupport
> is already figured in the cost of the ship expenses.  When I was running
> a merchant with a crew, I did not charge the crew for passage.  The cost
> of the crews' life support is figured into the cost of the ticket for
> a passenger.

Actually, according to the rules (and this goes back to classic Trav), you
are incorrect.  It's Cr2000 per occupied stateroom regardless of whether its
occupied by crew or passenger, and Cr4000 to stuff two people into a state-
room on a double occupancy basis.  See page 89, right column, Imperial
Encyclopedia.  Oddly enough, the MT rules are less restrictive.  In Classic
Traveller, you payed per stateroom, regardless of whether or not it was
occupied.

Rob Dean