tolcreator
Mongoose
Ships in Traveller are expensive to buy, but cheap to run.
While yes the average Traveller crew is struggling to meet payments every month...
It seems very, very hard for me to square this with a firefly-esque "keep her flying" type theme, when the ship is worth tens of millions.
In the "real world", ships are "cheap" (especially old ones) but are expensive to run. Now mostly this is because fuel in the real world is expensive. Also to my mind an expensive ship makes it harder to justify getting it shot up. A decent space fight will *ruin* the PCs, bringing on debt only an order of magnitude smaller than that huge 40 year mortgage to begin with.
My "solution": Make ships cheap to buy, but expensive to run.
1) Divide the cost of all ships and ship equipment by 10
2) Mortgages are for 10 years, and require 1/60th the price of the ship per month
(the bank will still make twice its money, but this way in 10 years instead of 40 years. This amounts to an APR of 7.2%. This may be the "adventurer" rate)
3) Increase the effectiveness of ship shares by 2.5 (so it works out the same)
4) Increase maintenance costs to 10% of the ship per annum, or 1/120 of the ship per month.
5) Change the "old ship" table so that "double maintenance" results read "+10%" instead.
6) Increase price of fuel to 1k/ton refined, 0.5k/ton unrefined
7) Increase berthing costs to several KCr/week
This still comes in slightly cheaper per month, for a free trader, than the traditional model. I might up the mortgage a bit to even it out, maybe the adventurer rate is too lenient.
Scouts with their formerly free scout ship are screwed over by this model. As a way of compensation, maybe they get free berthing/fuel/maintenance at scout bases.
This... *feels* more like a firefly type setup to me. Of course for scoundrels like that, it's not a "mortgage" but whatever is owed to whoever is owed, a source of missions etc. Dividing all prices by 10 means the ship is easier to upgrade, and finding salvage isn't winning the lottery (especially when you still only sell it for a fraction of original price).
What do people think? Am I being too worried about this? If I were to run a game, I'm pretty sure my players wouldn't really care all that much!
While yes the average Traveller crew is struggling to meet payments every month...
It seems very, very hard for me to square this with a firefly-esque "keep her flying" type theme, when the ship is worth tens of millions.
In the "real world", ships are "cheap" (especially old ones) but are expensive to run. Now mostly this is because fuel in the real world is expensive. Also to my mind an expensive ship makes it harder to justify getting it shot up. A decent space fight will *ruin* the PCs, bringing on debt only an order of magnitude smaller than that huge 40 year mortgage to begin with.
My "solution": Make ships cheap to buy, but expensive to run.
1) Divide the cost of all ships and ship equipment by 10
2) Mortgages are for 10 years, and require 1/60th the price of the ship per month
(the bank will still make twice its money, but this way in 10 years instead of 40 years. This amounts to an APR of 7.2%. This may be the "adventurer" rate)
3) Increase the effectiveness of ship shares by 2.5 (so it works out the same)
4) Increase maintenance costs to 10% of the ship per annum, or 1/120 of the ship per month.
5) Change the "old ship" table so that "double maintenance" results read "+10%" instead.
6) Increase price of fuel to 1k/ton refined, 0.5k/ton unrefined
7) Increase berthing costs to several KCr/week
This still comes in slightly cheaper per month, for a free trader, than the traditional model. I might up the mortgage a bit to even it out, maybe the adventurer rate is too lenient.
Scouts with their formerly free scout ship are screwed over by this model. As a way of compensation, maybe they get free berthing/fuel/maintenance at scout bases.
This... *feels* more like a firefly type setup to me. Of course for scoundrels like that, it's not a "mortgage" but whatever is owed to whoever is owed, a source of missions etc. Dividing all prices by 10 means the ship is easier to upgrade, and finding salvage isn't winning the lottery (especially when you still only sell it for a fraction of original price).
What do people think? Am I being too worried about this? If I were to run a game, I'm pretty sure my players wouldn't really care all that much!