Condottiere
Emperor Mongoose
At the low end, basically us, courier.
Or smuggling, under the guise of courier.
Or ride sharing.
Or smuggling, under the guise of courier.
Or ride sharing.
Seems to Me that you need a mix of the time requirements of maritime trade, with the direct cargo delivery of air cargo systems. Once things are delivered by air (Starship) to the local airport (Starport), the cargo rarely leaves that city. (System). From the airport (Starport), the cargo is loaded onto trucks (spaceships) for the local deliveries.I am talking about reality and how logistics really works. There's reams of data out there that explain modern logistics and transport and how it works.
The real-world model actually makes more sense and provides more opportunities for refs to make gaming sessions both more plausible and (potentially) profitable. It requires less handwavium. Some of that is required and some is needed to make it a fun game and not a spreadsheets in space exercise.
Anytime you can get both is a plus in my book.
I do not know if any or all of that was intended by the writers, but I do know what I read in the various books. They state clearly that normal commercial shipping uses the 2 weeks in jumpspace and two weeks in system space. There will obviously be exceptions, but in general, it will be 2 and 2. Some specificity would be nice in that from a Referee's viewpoint. I tend to agree with you that larger freighters would be more like 3 weeks in jumpspace and 1 week in system space per month only doing refueling and such.Pretty much everything written about trade is written at the scale of a small tramp freighter on the spot market. They might reasonably spend a week in port. A small ship is going to need to look for passengers and cargo. It's not going to already be arranged. It probably doesn't have the crew to both handle the trade and maintenance while also giving R&R, because it doesn't have multiple watches worth of crew. Crew also likely requires more R&R off the ship because there's less facilities for on ship recreation than a big freighter could afford. Tramp freighters are also going to be at the low end of the port priority and also may be expected to travel directly to the downport if streamlined.
Large freighters are not "trading" and they would not want to spend time in harbor. They certainly wouldn't spend days docked because that would cost a lot of money, as the port most likely has other ships that'll want that space. The port is more likely the bottleneck than the ship in most high volume trading environments. I would expect large commercial freighters to spend a day or two in system at most unless you have some rule saying that jumpspace is more crew morale damaging than the same time spent stuck on a ship at sea.
If space is as infrastructure poor as a literal reading of the rules suggests, they may not even have a port they use (because highports are surprisingly rare) and have lighters or cargo modules they exchange or some kind of in space cargo transfer (unrep) while refueling and just leave again.
Then I will have to find a new game where worldbuilding isn't impossible without rewriting the whole game, or wait another 40 years for the game to evolve into something that is internally consistent.I suspect that it is the same thing that leads village priests in D&D worlds to be clerics. The basic rules in the LBBs were written as player facing material describing player style activities and, since that's all that existed in the rules, it was just upscaled to the entirely different lives of other types of people. Your average village priest is not going to be a trained warrior-caster and your average scheduled commercial freighter is not going to behave like a tramp freighter. If someone was tramping in a 2000 ton ship, they would be doing the stuff described in game (and going broke fast). But they wouldn't be.
Can't map something that there are not rules for.That's not actually true. At least it wasn't originally. I haven't played the last several editions. AD&D character classes were explicitly adventurer classes. And there were NPC classes here and there, as well as 0 level humans. But that's a different issue.
I'm not sure why you think worldbuilding requires rebuilding the entire game. Traveller is NOT an economic game and it has never, outside of GURPS, had much to say about how normal people live or how big businesses operate. It only cares about the player characters and others doing the same sorts of things.
Everything economic in the game is aimed at independent tramp traders. You can apply to other tramp traders, not just PCs. You can't apply it straight to non tramp traders. Just like in real life, tramp traders and commercial container ships don't behave the same. Nor would rules about being a small cargo plane business have much to do with the rules for commercial air freight businesses.
This is like complaining that a book on tramp steamers doesn't explain how Maersk operates in the real world.
They don't have rules on how commercial freighters work because they don't expect that anyone wants to play a ship crew going back and forth on a scheduled freight run, picking up what you are told to pick up and dropping off what you are scheduled to drop off.
My point in all these shipping conversations is that there are multiple solutions to "how trade works in Charted Space" depending on the assumptions you make about the unmapped stuff. Traveller's mantra has always been what's now called MOARN. Only detail things to the level that is important to you. If it is important to you, do it the way you like. Because that flexibility is there.
Then make your own for your Traveller universe, as I have done and many others have likely done also.Can't map something that there are not rules for.
Can't use Traveller for a wide variety of settings if it's so detailed there's only one answer to these sorts of questions.Can't map something that there are not rules for.
That is not how the descriptions of the megacorps are written. A megacorp that builds robots doesn't also have a shipping fleet. The shipping fleet belongs to a shipping corp, not a production corp. Just like in today's world. You do not expect FedEx or DHL to be building cars. No. All they do is ship. Megacorps have some overlap in that, but most corps do not. That is how it works in Our world and that is how all of the descriptions that I have been able to find for corps have been written for Traveller.Then make your own for your Traveller universe, as I have done and many others have likely done also.
The metagame is mine.
I disagree with the underlying economic model the GURPS authors adopted for Far Trader, I don't think it fits the setting, it certainly doesn't fit mine.
So if Mongoose were to produce a Far Trader I would find it useless. I don't need yet another contradictory version of hoe megacorporations actually trade in the Third Imperium.
A supplement that has rules for different trade models that I can adapt to my setting is much more useful to me.
Here is an overview of how I do it:
The megafreighters are owned by megacorporations, the megacorporations use their megafreighters to ship their megacorporation products to market.
Sometimes megacorporation freighters transport raw materials exploited by megacorporation facilities to megacorporation refineries to manufacture the materials needed by the megacorporation production facilities to make the megacorporation products, which may require megafreighters to take the processed materials to the megacorporation production facility.
Then the megafreighter can take the megacorporation products to market.
The 200t free trader picks up the flotsam that remains, as freight or speculative goods.
The megacorporations already have their best price guaranteed, which is why they can buy megafreighters without a mortgage and thus just pay transportation costs, which the PC scale must match.
I don't expect them to build cars but you never know. Take Amazon as an example where they now do some of their own shipping.That is not how the descriptions of the megacorps are written. A megacorp that builds robots doesn't also have a shipping fleet. The shipping fleet belongs to a shipping corp, not a production corp. Just like in today's world. You do not expect FedEx or DHL to be building cars. No. All they do is ship. Megacorps have some overlap in that, but most corps do not. That is how it works in Our world and that is how all of the descriptions that I have been able to find for corps have been written for Traveller.
Amazon is by far the exception, proving the rule, and even Amazon does not ship at nearly the scale the DHL, FedEx, and those big boys do.I don't expect them to build cars but you never know. Take Amazon as an example where they now do some of their own shipping.
Where is this written? I would very much like to go and read it and learn something new. Is it in the fiction or is it in the rulebooks?No, I am very much describing how megacorporations have been described in canon.
Notice how different we think the setting is.
What use would your shipping rules be to me? I do not want Mongoose to say "this is how it works" that was the great failing of GT IMHO, too much detail, and not all of it canonically correct.