Pirates of Drinax - How many ships fly the trade routes

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Pirates of Drinax - How many ships fly the trade routes

Postby Pyromancer » Fri Sep 22, 2017 11:47 am

Let's take a look at Techworld, for an example: How many ships pass through this system on the Aslan-Imperium trade route? How many dtons/day?
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Reynard » Fri Sep 22, 2017 12:29 pm

Looking at the Traveller map and checking Tech-World details, it has an Importance of Ordinary (1) which, from T5, translates to 10 ships a week (1-2 a day). Cargo tonnage will vary from Free Traders to Subsidized Freighters with Traders proportionally more common.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Pyromancer » Fri Sep 22, 2017 1:06 pm

Reynard wrote:
Fri Sep 22, 2017 12:29 pm
Looking at the Traveller map and checking Tech-World details, it has an Importance of Ordinary (1) which, from T5, translates to 10 ships a week (1-2 a day). Cargo tonnage will vary from Free Traders to Subsidized Freighters with Traders proportionally more common.
Does this take into account that the vast majority of the ships will be transit traffic along a major multi-jump trade route?
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Reynard » Fri Sep 22, 2017 7:10 pm

Reading the available data about the world, high starport and tech level but very poor population and unimpressive trade code, it's not considered an attractive stopover. The number of ships that actually interact with the world is minimal while there can be more ships that pass through. Best way I can think of is assess all the worlds along the primary trade route(s) and see the big picture. Worlds with larger traffic could represent the overall traffic passing through.

If you don't want to hunt down either Pocket Empires or T5, try using the passenger and freight modifiers in the Trade chapter in the core book as an indicator of traffic in a particular system. You can create an average number of passengers or freight as a base representation of commodity transport.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Pyromancer » Sat Sep 23, 2017 10:11 am

Rephrasing the question: How much trade volume is there in total between the Aslan Hierate and the 3I?
A significant part of this trade will pass through the Techworld system.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Reynard » Sat Sep 23, 2017 11:08 am

As there is no system in Mongoose Traveller to determine hard trade numbers, there's going to be a lot of speculation. How many A and B starports along the trade route to handle any significant trade traffic? Any encounter table as part of PoD will give you an idea what kind of ships regularly pass through. How important is the traffic that the ships aren't better protected from possible piracy at each jump point?
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby steve98052 » Tue Sep 26, 2017 6:06 pm

The best way to figure out trade volume is probably the system in GURPS Traveller Far Trader. Some of the on-line maps include a "world trade number" figure (WTN), and from that you can get a "bilateral trade number" (BTN), which is the sum of the WTNs minus a distance modifier. With that, you get the trade between worlds.

That only covers traffic between individual pairs of worlds. A choke point world may be part of the route between several high BTN pairs, and have a lot of through traffic. It may even have a hub traffic, where cargo or passengers change ships in the system but don't end their travel there. (Hub example below.)

For low BTN, the only traffic is the occasional free trader or subsidized merchant. For moderate BTN, there's regular free or subsidized trader traffic. For high BTN, most cargo goes by big freighter, most passengers go by big liners, and the scraps go to free traders. Because the big ships grab most of the cargo and passengers on the busy routes, the amount left for the little guys isn't any better than the amount available on a moderate BTN route.

If you're looking for how much traffic is available as prey for commerce raiders, I'd say that the routes that are busy enough for big freighters and liners are also going to be well served by system defense boats and heavy monitors. In other words, those routes aren't a good spot for small time raiders. The best spots for raiders would be the lower end of moderate BTN routes, where there are enough ships that you can find a victim without such a long wait that the crew starts to get itchy about not getting paid, but low enough that the system isn't guarded by monitors that can turn your puny raider into salvage the moment you threaten a merchant ship.

I haven't mentioned numbers, and I can look them up if no one has the books handy.

Hub example:
The five worlds A, B, c, D, and E map out like this (with dots to force the formatting to work, since I can't get a monospaced font):

A . B
. _ .
_ . _
. c .
_ . _
. _ .
D . E

A, B, D, and E have high WTN, but c has a low WTN.
For travel between A and B, or D and E, traffic goes through the obvious Jump-1 routes. But travel between A and D or E, or between B and D or E, all has to go through Jump-3 routes by way of C (unless it's so insanely urgent that it justifies a TL15 Jump-6 express). There might be dedicated lines for all of A-D, A-E, B-D, and B-E, but it might make more sense to have A-c, B-c, D-c, and E-c lines, and do exchanges at c. That's particularly convenient if the cargo and passengers are carried on modules (or containers, for smaller lines). There might even be some tourist business on c, for passengers who have a few days of layover.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby tytalan » Wed Sep 27, 2017 2:13 am

Okay I going point something out that’s going to get me boo. There is no major trade routes from the Aslan to The imperium in that part of space. The best route which does not include tech world has to many jump twos in fact any trade in that area at all is going to either run small route 3 to 4 worlds or is jump 2 I.e. fartraders or frounteertraders and there like. On top of that the big trade ships rarely go more than one jump away from the x-boat route 2 to 3 jumps away are your independent after that it more like see you in 6months maybe

If there is a route it’s a fartrader route J2 required. And it most likely Fist, Lilgan, Exocet, Blue, Torpol, Drinax, to Khusai
Tech world just doesn’t make sense as a route from The imperium. my guess other than strictly local traffic most of the traffic is J2 far traders and J3 frounteer traders, if you that long last ship design. Trade value should be modified upward in the whole area because of the scarcity of traders from out side of the J1 clusters.

Remember to a certain extent the main trade routes the ones used by the mega corps basically fallow the x-boats route the sector size corps hit worlds about one Jump off the mains than comes the independent. But beyond that we will not get into the unclaimed space clans.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby tytalan » Wed Sep 27, 2017 2:19 am

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Re: Pirates of Drinax - How many ships fly the trade routes

Postby PsiTraveller » Wed Sep 27, 2017 3:13 am

Hierate Route is listed on the traveller wiki http://wiki.travellerrpg.com/Hierate_Route

Fist - Wildeman- Cordan - Argona - Sperle - Tech-World - Paal - Tyohk

J3 ships can Jump to Acrid and then to Tech-World and bypass the other route.

I looked at routes when I wrote my Jump Station Echo product (Blatant plug! ) I followed the routes from the wiki, modifying them to a J4 fast trade route.

Another couple of routes to look at for a J2 fast crossing trade route is:
Fist - lilgan - Exocet - Blue - Torpol and the Drinax or Asim and then to Kusai. This lets you hit the Torpol trade point and link to the Florian route cross trade route. Then from Khusai you head Rimward to Kteiroa then to Tyohk and the 20 billion customers there.

The Torpol Cluster is described in the Pirates of Drinax : Torpol Cluster product. http://www.drivethrurpg.com/product/199 ... ol-Cluster
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby tytalan » Wed Sep 27, 2017 6:45 am

Now we know what convoy not to attack
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Pyromancer » Wed Sep 27, 2017 2:39 pm

tytalan wrote:
Wed Sep 27, 2017 2:13 am
Okay I going point something out that’s going to get me boo. There is no major trade routes from the Aslan to The imperium in that part of space.
According to "Pirates of Drinax", there are two:
A J-3 route: Fist, Wildeman, Cordan, Acrid, Tech-World, Paal
A J-2 route: Fist, Wildeman, Cordan, Argona, Sperle, Tech-World, Paal

If they are NOT there, the whole campaign doesn't make sense.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby tytalan » Thu Sep 28, 2017 3:04 am

Both end Tyokh? B star port I woulded seen that but no navy base maybe that the reason and who know how many routes there are different companies different routes. Still you want to stay away from the Corp convoys you never survive. But the indie would use the same routes figuring they be better policed.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Pyromancer » Thu Sep 28, 2017 7:53 am

Ok, there's a hint in "Pirates of Drinax":
The Tobias Commerce Guild has a capacity of 200,000 tons, and they make up a third of traffic. Assuming 2 weeks per jump, and six jumps (one way), this would mean 24 weeks per trip, leading to a total traffic of around 25,000 tons/week.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby tytalan » Thu Sep 28, 2017 10:32 am

That just the big guy. You want to get their schedule and stay away from it 25000 means either 1 40000 ton freighter or 2 25000 ton freighters either way they are going to have a powerful escort probably something along the lines of 3 gazelles and 2 fury’s bad juju
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Reynard » Thu Sep 28, 2017 12:11 pm

There's the piratical joy of jumpspace. Having warship escorts and having them actually there when the freighters exit. It's less a problem if an escort arrives first then goes looking for the freighter. The issue is the freighter arriving first and has no idea when or exactly where the escort will arrive in +/- 15 hours. In the meantime you're broadcasting your transponder like a wounded seal. Might explain why subsidized vessels are unarmed. If they get caught, surrender, relinquish some cargo and make an insurance claim while wondering if paying for escort service is worth it.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Pyromancer » Thu Sep 28, 2017 4:57 pm

Reynard wrote:
Thu Sep 28, 2017 12:11 pm
There's the piratical joy of jumpspace. Having warship escorts and having them actually there when the freighters exit. It's less a problem if an escort arrives first then goes looking for the freighter. The issue is the freighter arriving first and has no idea when or exactly where the escort will arrive in +/- 15 hours. In the meantime you're broadcasting your transponder like a wounded seal. Might explain why subsidized vessels are unarmed. If they get caught, surrender, relinquish some cargo and make an insurance claim while wondering if paying for escort service is worth it.
The obvious solution is for the escort to jump before the freighters. The freighters jump 30 hours later, and if they are approached by pirates in the meantime, they can also jump immediately.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Reynard » Thu Sep 28, 2017 6:53 pm

2 words - jumpbreaker missiles.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby tytalan » Thu Sep 28, 2017 10:24 pm

First off being a privateer is a game of risk vs reward so since were are talking about hitting a 20000 or bigger imperial freighter can anyone tell me the pros. And can someone else list the cons.
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Re: Pirates of Drinax - How many ships fly the trade routes

Postby Reynard » Fri Sep 29, 2017 1:53 am

Pros - you just retired.

Cons - you're dead.

This is why you need both caution and planning. Don't hit a freighter with 200 turrets.

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