Ship finance & losses

By Tiger ·

TML message #3510From bundle 286

Looking at the figures for probability of  misjumps  (Starship  Operators
Manual)  ,  I was wondering how the many small starships ever got someone
to agree to finance them ?

The problem is this :

Given that a commercial starship will average about  2  jumps  per  month
over  it's 40 year repayment period, it will have made about one thousand
jumps by the time it's paid off.

Assuming it has a skilled engineer  and  doesn't  miss  any  maintenance,
etc,  it  will need to roll for a possible misjump only about one jump in
thirty-six (roll 2 '1's on 2d6). This gives about 28 possible mishaps.

A  major  mishap, which is what is needed for a misjump, will occur about
one time in twelve (roll 11+ on 2d6 ).  This  works  out  as  around  2.3
actual misjumps per thousand.

Assuming (from a guess at how many hexes have systems in them ) a  chance
of  something  under  50%  of  emerging  from  jumpspace  close enough to
somewhere to get rescued, etc, you get 1.5 unrecoverable misjumps per  40
years of ship life.

Clearly,  the  Mega -corporate  bulk freighters, and large military ships
will be able to carry small, jump-capable lifeboats, but a 100t scout  or
a 200t merchant just won't have the space.

The  question  is,  then, who's going to finance a starship that will, on
average,  be lost without trace one and a half  times  before  it's  paid
for ?

This  all  depends  on  whether  you  want  jumps  to allow you to arrive
anywhere, even in deep space, or  if  you  prefer  jump  drives  to  only
operate  between  star  -systems, as has been suggested. If this isn't to
be the case, or if it doesn't hold true for misjumps, then there will  be
a  *lot*  of lost starships drifting in deep space, with almost no chance
of even the most long-term, detailed search ever locating any of  them  -
Great  idea  for  adventurers finding a 200-year old lost freighter, etc,
but really bad for interstellar free traders.

I never really liked the idea of 40 -year  loans  anyway.  As  the  rules
stand,  you  can either go bankrupt carrying other peoples goods, or make
vast sums  on  a  few  profitable  routes,  with  little  middle  ground.
Changing  to  a  d-20 in new Traveller,  or whatever, is going to totally
mess up any kind of probabilitys, as you'll have as much chance  of  a  1
as  a  20.  If  they  don't fix the rest of the rules on trade,  starship
operations, and anything  else  that's  long -term,  it  won't  be  worth
travelling by car, let alone starship !

Next - Jump torpedo's :It seems they're indispensable, so how about...
And  - Why you don't need maneuver drives to move or be agile !
plus - Robot Drop-Tanks ?

Must get a new .sig file	Simon Anderson

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