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! |