I do like your way of doing it better. Just for the record. Half numbers were annoyingBut WBH WTN ends up being GURP WTN x 2 (to avoid the half values and give it a nice 0-15 range) - I even put that right in the text (p. 190).
I agree with almost all of what you said here, but you are talking about real world and ROI instead of what the writers actually wrote and how that effects the campaign world. In this ruleset, an UNREP system is some magical handwavy system that almost teleports cargo between ships, stations, trains, buildings, etc. Warehousing is cheap, so the real bottleneck would be docking space. The longer the ship stays in port, the greater the bottleneck. Which brings Us back to My original point. Why would any port or ship captain want to stay in port a minute longer than is absolutely necessary? If a port has room for 20 ships at a time and each ship stays one week, then that port can handle 20 ships a week. If that same port turned the ships around in a day, then that very same port could handle 140 ships a week. That is a major difference in the amount of traffic a starport handles.Well, the UNREP system should only work in space since it's predicated upon that environment. A similar system could work on a planet, however UNREP is meant to be balls-to-the-wall to quickly transfer cargo and planetary ports probably won't operate at such work velocity as a rule of thumb. For regularly scheduled cargo runs you'd expect to have the cargo unloaded and then placed on a transport to get it away from the landing pad to it's ultimate destination - could be a cargo stack, a warehouse, or a trailer (any of these could be intermediate, but they are away from ship and you are done with that part for this question).
Once your cargo is unloaded is when I'd expect the loads to show up to start getting loaded onboard. The UNREP idea is a bit of a edge case here since it's original concept is to transfer to a ship with waiting empty space for cargo. It's not meant really to be a fully sustainable cargo shuttling system (at least that's not how I see it to be - it's meant to be a space-analog of what wet navies do today).
A ships schedule would have to include arrival, and then making it to it's destination (orbital or planet), and at some point clearing customs - which could be protracted or not. With the right infrastructure you certainly should be able to unload a ship pretty fast - but your port has to be structured and staffed to work at those levels too. Modern ports don't always get to operate at max capacity due to other constraints like a shortage of trailers to load on to, or the port is backed up with containers and there are no close places to store them, or the rail lines are congested and movements are slow. All those equivalents could affect your clockwork schedules. Just look at some of the major ports around the world and how, at times, they had ships waiting week(s) or more for things to clear up to dock and unload.
A ship with just 48hrs in port probably won't see much liberty - they will be too busy with other things to get ready to depart again. As a scheduled freighter they won't have to solicit any cargo as they should have a port factor doing all that for them. Crew just has to work with dock to load it (and load it right). Doesn't leave a lot of crew with free time.
It's entirely possible to have very brief, high-energy port visits, but I'd say Murphy should visit often and screw up their perfect scheduling - though some help could be added to making that schedule by having them visit corporate-dedicated terminals to ensure they will have proper and adequate support and not have to share with others.
If mulling around was a regular thing, the ships involved might have to apply for permits to do so.Mulling about at the jump point could be considered loitering.
Mulling around in holding patterns is a real thing while waiting for dock space to free up. At least at some of the busier ports.If mulling around was a regular thing, the ships involved might have to apply for permits to do so.
The cost of warehousing isn't the issue (and I agree with your point - buildings are cheap). It's getting the cargo TO the warehouse that's complicated and time consuming. From an RPG point of view once the cargo is unloaded it magically vanishes into a fog of "we don't care"... and it magically appears out of the same fog right at the bottom of the ramp for players to get it loaded onboard. It's helpful from a game perspective to understand, or at least have a basic explanation of the process since few people know the ins and out of logistics. However, PC's are notoriously creative and tend to go outside of the GM-designed scenarios and ask questions or look for ways to exploit the situation - often as part of the game and are just being annoyingly clever. Which means to stay the proverbial 1-3 steps ahead of the aforementioned annoying clever players, the GM can find it helpful to know what's going on and set the boundaries. While anything can be handwaved I personally try to avoid it as much as possible. But every set of gamers is going to find some medium they can all agree to.I agree with almost all of what you said here, but you are talking about real world and ROI instead of what the writers actually wrote and how that effects the campaign world. In this ruleset, an UNREP system is some magical handwavy system that almost teleports cargo between ships, stations, trains, buildings, etc. Warehousing is cheap, so the real bottleneck would be docking space. The longer the ship stays in port, the greater the bottleneck. Which brings Us back to My original point. Why would any port or ship captain want to stay in port a minute longer than is absolutely necessary? If a port has room for 20 ships at a time and each ship stays one week, then that port can handle 20 ships a week. If that same port turned the ships around in a day, then that very same port could handle 140 ships a week. That is a major difference in the amount of traffic a starport handles.
I discussed liberty, aka shore leave, on one of My other posts on this thread. Jump 3 times a week, and have 4 days off each month.
This is great, but I don't have rules for that. If they write them, I may use them, as long as they don't suck. lol... The less I have to house-rule things, the happier I tend to be. PCs should on average know how ports works and such, but since there are no rules for it, We get handwavium magic disappearing and reappearing cargo. lolAs far as how fast a port CAN turn a ship around vs. how fast it DOES - those are two entirely different scenarios. Rarely does everything work perfectly as designed, and pretty much everything needs to be taken down for maintenance, or an accident happens. Factor in people (who get sick, go on strike, etc), and your model of perfect port operations goes out the window. Even the ebb and flow of economics will make port authorities short on funds or overwhelmed with business due to a localized economic boom. Every one of these scenarios is cyclically repeated in reality, so it's fair to say we'd see the same thing as part of a game.
Besides, having imperfect worlds makes for far more fun adventuring than everything working exactly as designed. Plus this gives the GM all kinds of excuses to explain or describe the session and help liberate all those extra CR's and neat gadgets that PC's really don't need.
Because finding cargo, and selling cargo are (until TL 8+ where you can do them online faster) are tasks with a duration of 1d6 days. The duration of the task to find passengers or to find freight are not specified in the Core Rulebook AFAIK.I was building a trade route between two systems and was entering the Dock Fee into the spreadsheet and I realized that this docking fee is for berthing space for a week. (I also noticed that the fee doesn't change based on the tonnage of the vessel, which makes no sense.) Why would any ship stay for a week?
Weird. In the Trade Chapter pg 241 it says it takes 1d6 days to find a Supplier or Broker. Okay fine, but in the Skills Chapter under Broker, it says it only takes 1D6 hours to find a buyer. That is still both in a week at the same time. No idea why finding people selling is harder than finding people buying, but okay. Still a week. It will take less time if you tell the Supplier that you do find exactly how much you will be buying when you return next month. If he can't have it ready for you, then you need a new Supplier, especially if it only takes 1D6 hours at TL-8+, which is basically every Starport. So, at a Starport, you should never be more than 12 hours selling and buying, unless you fail your rolls.Because finding cargo, and selling cargo are (until TL 8+ where you can do them online faster) are tasks with a duration of 1d6 days. The duration of the task to find passengers or to find freight are not specified in the Core Rulebook AFAIK.
Therefore if you are not looking to buy or sell cargo, or if the planet is TL8+, or if you are willing to take a -2 to your skill check by going faster (1d x 10 hours) you can, and maybe should, take less time on planet. (However, if you are not a BrokerBot or a user of stims than you are going to take fatigue penalties if you try to work for up to 60 hours in a row anyway.)
Also, by RAW, if you are spending your time selling cargo than you are busy and someone else is going to have to do the task of buying cargo, so if you want the person with the biggest bonus to do both without hurrying, than it might well take 2d6 days before TL 8.
If Tramp Traders only ever buy cargo at the last minute, they will usually be running with only part of their cargo bay full. If that is what you mean then, Tramp Traders have no idea how to run a business. I just ran a spreadsheet starting off with 93,400Cr. I started on Tech-World with a total DM of +1 on My Broker check (+1 Attribute, +1 from Broker/1, +1 from an Expert/1 Broker program on a hand computer, and an average roll of 10 on 3D6), bought 1-ton of Advanced Electronics, paid for a Middle Passage on the same ship. After 9.5 months of that, I break 10MCr cash on hand and have had time to complete 4 Study Periods. It makes Me wonder why anyone would want to take a 2nd term in any career. That is a growth of 10,814% in 9.5 months. At that point, the Fat Trader is running basically full of cargo. As of month 11, I am basically chartering the Fat Trader for 468,000Cr/mo. A new shipping line is born. lol.Yes, but then you aren't acting as a tramp trader. You are acting as a scheduled freight hauler. So, naturally, the rules on how tramp trading works start to break down.