It's impossible to create a realistic economic model in Traveller since (a) no real economic data exists, (b) the game mechanics imply a relative stasis between planets, (c) the game system has never really blown out a fully developed, or even partially developed system so you would have information upon which to create interstellar vs. intrastellar economics, and (d) it would have to be terribly complex to account for the trillions of non-PC's who were also performing economic trading.sideranautae wrote:No problem as there is no edition (besides perhaps GT) that has econ rules that are not totally insane to begin with. My system will be based on basic macro econ so can never be a problem with ship design as it stands.GypsyComet wrote: The resulting ships will quickly blow the econ rules to smithereens, so I hope those are next on your house rules list.
The trade rules certainly could use some polishing, but beyond that it's a moot point about using econ theory application to a gaming environment.
Perhaps you put it in a different thread, but it's not listed in this one that you've never seen or read information from the other Traveller rule sets. Last time I checked nobody was a mind reader so unless it's explicitly stated otherwise Gypsy's comment has validity.sideranautae wrote:And, I have only looked to two rules sets for inspiration. MT & MGT SRD. And only for decoupling PP & JD for MT. I haven't pulled from any other. I haven't even looked at 8 different rules set in my life so you are completely wrong. Maybe less random hyperbole and more reasoned analysis...
That seems like a pretty reasoned analysis to me.