Infojunky said:
So the title has it. What percentage of ships are armed in your games?
In the setting I'm currently creating/running, a fair percentage overall. The percentage is much higher in "free trader" style vessels which tend to have a certain mystique around them and can only operate profitably in any number out there in the frontier regions; many "frontier traders" are captained by people who live in various states of delusion about how various levels of armament will make them safe.
So, in "frontier" regions, quite a few ships with some level of armament. In more Coreward regions, no ships are armed.
Although most starship operators are unlikely to ever encounter it, in a state the size of the Imperium, there's dozens of incidents every year where some captain who is intoxicated / emotionally unbalanced from operating a converted Scout alone for too long / can't make his payments / learned his or her SO is cheating / got into a dispute in a card game or whatever decides to run back to their "fortress" and turn their weapons on the bar / hotel / auction house / ship of their rival / whatever. It only has to happen once before most populations on Core worlds decides it's simply unsound to let people flit around with privately owned anti-starship lasers and missiles with a "reactionless" maneuver drive that can turn the ship itself into a "reasonably percentage of the speed of light" bullet.
In response, the Imperium has various "plans" for starports to make them more palatable to local populations. They still run the starport, but creating various "plans" to handle interstellar trade makes joining the Imperium easier as well as provide peace of mind to both traders and local populations. They offer various combinations of downports (facilities on the surface, great for trade and unskilled local labor but puts the offworlders in close contact with your people), highports (facilities in close orbit, safer than downports but still can be kinda close if you're concerned about the character of traders), and farports (puts a significant dent in free trader activity, with facilities in very far orbits such as independent solar orbits or in orbit around another body, providing work to a local class of "stevedores" who pilot in-system jump ships to bring goods and passengers to the mainworld). Starports are administered by the Laws of the Imperium for various purposes, but a big factor is that the Impeirum is a single government with a single set of laws and theoretically a single administration. Once you know the laws in one starport, you know them all. Some "armed trader" can't do something terrible then simply Jump away to some other port and expect legal immunity.