200t J-2 Econo-Trader

DFW

Mongoose
The Econo-Trader is the newest model of J-2 freighters in the Marches. Designed for operation with as little as two crew (Pilot & Engineer), there are accommodations for up to 8 in High Passage and 72 tons of cargo. This is comparable to the “Far Trader” line of ships but, at a savings of Cr10,834,200.

Indeed, this ship retails for only Mcr4 above the J-1, Type A Free Trader.

(For those who have ever lived in Southern California, "Go see Cal & his dog spot".)


http://www.4shared.com/document/tc_NGjVp/Econo-Trader_J2.html
 
DFW said:
The Econo-Trader is the newest model of J-2 freighters in the Marches. Designed for operation with as little as two crew (Pilot & Engineer), there are ...
http://www.4shared.com/document/tc_NGjVp/Econo-Trader_J2.html
I'll wait till it's on the elist
 
To what TL is this ship built? And a related question :), how did you reduce the price of the various drive systems over the "stock" designs?

I should probably get HG at some point; I suspect the answer lies within.
 
hdan said:
I suspect the answer lies within.
The answer always lies 'within', but who can see within at the evil in the hearts of men? Only the Shadow knows. *evil piercing grin*
 
hdan said:
To what TL is this ship built? And a related question :), how did you reduce the price of the various drive systems over the "stock" designs?

I should probably get HG at some point; I suspect the answer lies within.

The shipyard is on a TL 15 world. Page 52 of HG gives the guidelines. "For example, a character buying a new TL8 engine at a TL10 world gets a 10%
discount." Max discount is 30%. Many items don't have a TL listed so, no discount. IE: staterooms, fuel purif plants, software, etc.
 
DFW said:
Many items don't have a TL listed so, no discount. IE: staterooms, fuel purif plants, software, etc.
I have to admit that I go the easy way, I calculate the entire ship at the
lower technology level and then apply the reduction for the construction
on a higher technology level shipyard to the final price, which includes
those parts (staterooms, etc.) which do not have a technology level men-
tioned.
 
rust said:
DFW said:
Many items don't have a TL listed so, no discount. IE: staterooms, fuel purif plants, software, etc.
I have to admit that I go the easy way, I calculate the entire ship at the
lower technology level and then apply the reduction for the construction
on a higher technology level shipyard to the final price, which includes
those parts (staterooms, etc.) which do not have a technology level men-
tioned.

Yes, that is one way. However as different components are developed at differing TL's, what mod do you use?
 
DFW said:
Yes, that is one way. However as different components are developed at differing TL's, what mod do you use?
Depends, do you want this to be a RolePlaying Game, or the beta test of "Accounting - the RPG"?

I like what rust says and that's what I do. IF there is a major system that specifically comes at a higher TL than the rest of the ship (say, then engines are TL 14 but ship is normally TL12) then yeah, you can hit the engines up separately and add them back in.

But other than that what does minute accounting add to the game except lots of math and time spent?
 
GamerDude said:
DFW said:
Yes, that is one way. However as different components are developed at differing TL's, what mod do you use?
Depends, do you want this to be a RolePlaying Game, or the beta test of "Accounting - the RPG"?

???

If that case, don't use the ship building rules. Just make what you want without regard to cost or rules...
 
DFW said:
Yes, that is one way. However as different components are developed at differing TL's, what mod do you use?
I treat the entire ship as designed and built on the same technology level,
so that all components of a TL 10 ship are treated as TL 10, and then cal-
culate the modifier of 5 % for each higher technology level of the actual
shipyard.

This is not exactly according to the rules, but the result is usually close
enough for my purposes, and it saves a bit of time, especially when stan-
dard designs from the books or designs by other fans are involved, which
I would otherwise have to "retro-engineer" to get the right prices of the
various components.
 
DFW said:
GamerDude said:
DFW said:
Yes, that is one way. However as different components are developed at differing TL's, what mod do you use?
Depends, do you want this to be a RolePlaying Game, or the beta test of "Accounting - the RPG"?
???

If that case, don't use the ship building rules. Just make what you want without regard to cost or rules...
My point was... just how detailed do you want this to be. I mean you can literally start going through all the systems and cherry picking various tech levels for various systems and turning it into a major exercise in accounting.

Moderation in detail young man, moderation.
 
GamerDude said:
My point was... just how detailed do you want this to be.

About as detailed as I am when I design any ship. I look up the price of all major components and then add them up. Isn't that how you design Trav ships?
 
DFW said:
GamerDude said:
My point was... just how detailed do you want this to be.

About as detailed as I am when I design any ship. I look up the price of all major components and then add them up. Isn't that how you design Trav ships?
You just said, in somewhat different words, what I said. Major components. Not every little bit.

Jeeze can't people be bothered to actually READ what someone writes anymore?
 
GamerDude said:
Jeeze can't people be bothered to actually READ what someone writes anymore?

Umm, I did read. IF you had read mine you would have seen that I ONLY adjusted major components, not minor. I KNOW you don't talk to people like this IRL as you are still able to type with both hands. Please lighten up.
 
I just took a closer look at your design, and I seem to miss the volume
and cost of the crystaliron armour - or is there some rule I overlooked ?
 
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