AKAramis said:We need an 800 and a 1000ton set of standards to approximate the curve, and 600 would nicely fill. It's not difficult, I've just not had time.
captainjack23 said:I can't imagine that other traveller versions haven't generated this kind or analysis -is there something we can use to avoid reinventing ?
AKAramis said:captainjack23 said:I can't imagine that other traveller versions haven't generated this kind or analysis -is there something we can use to avoid reinventing ?
You should take a look at the history of the TML and the COTI boards.
Yes, indeed, they have. Even heated arguments.
In fact, the T20 changes are a direct result of Myself, Hunter, Dr. Skull, and another doing EXACTLY this kind of analysis.
<snip for brevity>
under Bk5, most of these could fill, but the J4+ will not routinely expect a profit.
800 Td Series | D | G | k | N | r | v |
| J1 | J2 | J3 | J4 | J5 | J6 |
---------------------------+------------------+------------------+------------------+------------------+------------------+------------------+
Hull | 800 80 | 800 80 | 800 80 | 800 80 | 800 80 | 800 80 |
JDrive | 25 40 | 40 70 | 55 100 | 70 130 | 85 160 | 105 200 |
MDrive | 7 16 | 7 16 | 7 16 | 7 16 | 7 16 | 7 16 |
PP | 13 32 | 22 56 | 31 80 | 40 104 | 49 128 | 61 160 |
PPFuel | 8 0 | 14 0 | 20 0 | 26 0 | 32 0 | 40 0 |
JFuel | 80 0 | 120 0 | 160 0 | 200 0 | 240 0 | 280 0 |
Bridge | 20 2 | 20 2 | 20 2 | 20 2 | 20 2 | 20 2 |
SR | 64 8 | 64 8 | 64 8 | 64 8 | 64 8 | 64 8 |
2HdPt+2FC | 2 0.2 | 2 0.2 | 2 0.2 | 2 0.2 | 2 0.2 | 2 0.2 |
Software | 0 0.1 | 0 0.2 | 0 0.3 | 0 0.4 | 0 0.5 | 0 0.6 |
Computer | 0 0.03 | 0 0.045 | 0 0.24 | 0 0.3 | 0 7.5 | 0 15 |
Ship's Locker | 0 0.1 | 0 0.1 | 0 0.1 | 0 0.1 | 0 0.1 | 0 0.1 |
Cargo | 581 0 | 511 0 | 441 0 | 371 0 | 301 0 | 221 0 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
Price | 178.43 | 232.545 | 286.84 | 341 | 402.3 | 481.9 |
Financed | 143 | 187 | 230 | 273 | 322 | 386 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
Monthly | 715 | 935 | 1150 | 1365 | 1610 | 1930 |
Per Jump Payment | 357.5 | 467.5 | 575 | 682.5 | 805 | 965 |
Maint | 8 | 8 | 8 | 8 | 8 | 8 |
fuel | 44 | 67 | 90 | 113 | 136 | 160 |
LS-Crew | 16 | 16 | 16 | 16 | 16 | 16 |
ST: Expenses | 425.5 | 558.5 | 689 | 819.5 | 965 | 1149 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
Per ton costs financed | 732 | 1093 | 1562 | 2209 | 3206 | 5199 |
Per ton costs not financed | 117 | 178 | 259 | 369 | 532 | 833 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
1000 Td Series | E | H | L | P | S | X |
| J1 | J2 | J3 | J4 | J5 | J6 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
Hull | 1000 100 | 1000 100 | 1000 100 | 1000 100 | 1000 100 | 1000 100 |
JDrive | 30 50 | 45 80 | 60 110 | 75 140 | 90 170 | 115 220 |
MDrive | 9 20 | 9 20 | 9 20 | 9 20 | 9 20 | 9 20 |
PP | 16 40 | 22 56 | 34 88 | 43 112 | 52 136 | 67 176 |
PPFuel | 10 0 | 16 0 | 22 0 | 28 0 | 34 0 | 44 0 |
JFuel | 80 0 | 120 0 | 160 0 | 200 0 | 240 0 | 280 0 |
Bridge | 20 2 | 20 2 | 20 2 | 20 2 | 20 2 | 20 2 |
SR | 64 8 | 64 8 | 64 8 | 64 8 | 64 8 | 64 8 |
2HdPt+2FC | 2 0.2 | 2 0.2 | 2 0.2 | 2 0.2 | 2 0.2 | 2 0.2 |
Software | 0 0.1 | 0 0.2 | 0 0.3 | 0 0.4 | 0 0.5 | 0 0.6 |
Computer | 0 0.03 | 0 0.045 | 0 0.24 | 0 0.3 | 0 7.5 | 0 15 |
Ship's Locker | 0 0.1 | 0 0.1 | 0 0.1 | 0 0.1 | 0 0.1 | 0 0.1 |
Cargo | 769 0 | 702 0 | 629 0 | 559 0 | 489 0 | 399 0 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
Price | 220.43 | 266.545 | 328.84 | 383 | 444.3 | 541.9 |
Financed | 177 | 214 | 264 | 307 | 356 | 434 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
Monthly | 885 | 1070 | 1320 | 1535 | 1780 | 2170 |
Per Jump Payment | 442.5 | 535 | 660 | 767.5 | 890 | 1085 |
Maint | 10 | 10 | 10 | 10 | 10 | 10 |
fuel | 45 | 68 | 91 | 114 | 137 | 162 |
LS-Crew | 20 | 20 | 20 | 20 | 20 | 20 |
ST: Expenses | 517.5 | 633 | 781 | 911.5 | 1057 | 1277 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
Per ton costs financed | 673 | 902 | 1242 | 1631 | 2162 | 3201 |
Per ton costs not financed | 98 | 140 | 192 | 258 | 342 | 481 |
---------------------------+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+------.------.----+
[/quote]captainjack23 said:under Bk5, most of these could fill, but the J4+ will not routinely expect a profit.
EDG said:aramis said:under Bk7, most of these could fill, but the J4+ will not routinely expect a profit.
Isn't that a bit weird though? I mean, there's got to be some goods that need to get delivered to their destination relatively fresh (by which I mean, they have to last long enough to not become useless or spoiled in the week it has to sit in jumpspace plus the week/fortnight going to and from the 100D limit).
What if there's a market 4pc away that wants those goods but obviously won't be able to get them if they have to be shipped via four J1 jumps or two J2 jumps? Wouldn't they be willing to pay a premium to get the goods there quickly? (ditto for passengers too - there's bound to be a LOT of people who want to get to a J4 world in a week rather than in a month).
AKAramis said:EDG said:aramis said:under Bk7, most of these could fill, but the J4+ will not routinely expect a profit.
Isn't that a bit weird though? I mean, there's got to be some goods that need to get delivered to their destination relatively fresh (by which I mean, they have to last long enough to not become useless or spoiled in the week it has to sit in jumpspace plus the week/fortnight going to and from the 100D limit).
What if there's a market 4pc away that wants those goods but obviously won't be able to get them if they have to be shipped via four J1 jumps or two J2 jumps? Wouldn't they be willing to pay a premium to get the goods there quickly? (ditto for passengers too - there's bound to be a LOT of people who want to get to a J4 world in a week rather than in a month).
Bk 2 has variable base prices by type of good, from Cr300/Td to MCr10/Td, but only one lot "per trader" of spec goods. The price was modified by the Actual Value Table (AVT), the roll on which was modified by purchase DM's, and many interpreted the broker rules to allow a hired broker as well. Since that one lot ranged from a low of 1 ton to a high of about 60 tons, and most worlds will only generate a handful of large cargoes, it can be hard to fill ships.
Bk 7 (my typo earlier) had all goods being Cr4000 per Td of cargo, adjusted for TL and the Actual Value Table. The only modifier to the AVT was Broker skill. However, the same process as used to generate freight was also used to generate a number of lots of this "generic trade goods" available for purchase. Sale was always KCr5, adjusted for TL difference, source trade codes, and empire of origin, and of course, an AVT roll. Said AVT roll was adjusted by Broker skill only. It was explicit that it was one roll per ship, not per person.
MegaTraveller added a detailing process for trade goods, which allowed determining if they were hazardous, explosive, radioactive, flammable, and/or perishable, but none of this affected pricing.
TNE and T4 both used MT's version whole cloth.
T20 allows up to 8 lots, from a 100 place variation of the Bk2 table, and uses the Bk2 process. It also adds several additional types of freight: Priority, Hazardous, and security. It also added optional rules for double occupancy passengers, allowing a higher profit margin.
So the problem is "how much can we fill up with" sets the upper limit on freighters, while prices to operate under Bk2 (and MoTrav) DROP with increased size, as does the proportion of the population able to purchase them.
Under Bk2, the reason the 200 Td & 400Td is so prevalent is that TL9 can only build drives to type D, and both can be built at TL 9, so if you use the article (which reappears in several later rulesets as canon) for converting costs to local credits, you can buy a TL9 Type A for about 60-75% of List, since the List price is paid in CrLocal, and the CrImp is about 1.3-1.5x the value of the CrLocal. (Note that Trade Goods are explicitly exempted from this rule in at least one version of it... Trade Goods are bought and sold, and priced, in CrImp.)
AKAramis said:*snip*
EDG said:AKAramis said:*snip*
A good summary, but I'm not seeing how that answers the question I posed (and that you quoted) - namely, surely there's some demand for things to get to their destination in a week or two (by J4+) rather than after a month or more by J1.
Heck, if you had a J6 ship then I bet people would be begging you to take them or their cargo on board to get to a world 6pc away in a week and a bit, rather than two months! That's got to be profitable, surely, given the inevitable demand.
captainjack23 said:So, to pull it together a bit,
it looks like:
The ships in MGT are potentially profitable.
Passengers in MGT are both a net loss, and cannot compete with cargo in any case.
One interesting observation is that Profit per parsec/jump isn't flat, or linear (spikes at 2) due to optimal access to markets with a jump 2 drive. Was this based on MGT data ?
Still curious about the best way to get passenger trade up and running. So far, I see:
drastically reduce stewards,
flat increase in base cost for passage,
incresed rate by parsec (non-flat fee).
reducing the profitability of cargo to increase the compeditiveness of passengers is removed from the list as a bad idea from a game mechanic perspective, given that Aramises, analysis of MGT trade indicated a good possibility of character being able to make a profit at trade (not always a good bet in other versions, or so I understand) .
Have i missed any ?
Jump Class J1 J2 J3 J4 J5 J6
400 Td Fin 1 1.9901639344 3.737704918 7.6475409836 24.790163934 NP
400Td UnFin 1 2.0975609756 4.0406504065 8.3821138211 26.804878049 NP
800TdFin 1 1.4931693989 2.1338797814 3.0177595628 4.3797814208 7.1024590164
800TdUnFin 1 1.5213675214 2.2136752137 3.1538461538 4.547008547 7.1196581197
1000Td Fin 1 1.3402674591 1.8454680535 2.4234769688 3.2124814264 4.7563150074
1000TdUnFin 1 1.4285714286 1.9591836735 2.6326530612 3.4897959184 4.9081632653
Average all 1 1.645183453 2.6550936744 4.5428984252 11.204018216 5.9716488522
Average Big 1 1.445843952 2.0380516805 2.8069339367 3.9072668281 5.9716488522
Here's my suggestion: For regularly scheduled trips (i.e. the economic environment that free traders operate in) an easy, albeit VERY rough, approximation is (1 + jump number) times Cr2,000 for a middle passage, 25% more for a high passage, and 50% less for an economy passage (economy passage is my name for double occupancy travel; it's actually legal by CT rules, yet it's never mentioned as a possibility). For a low passage, use (1 + jump number) times Cr400.EDG said:At this stage I'd say get something together that works and screw canon. The problems with the CT version are well known by those who've looked at it, and it sure doesn't make sense economically.
I know you have a major hate-on for GT, but if the approach it uses produces workable, sensible results then it's worth looking at here. I'm sure it's quite possible to come up with a new system that can still work for the OTU.
In order to figure out a realistic cost for a ticket, work out the ship expenses for a year (including a fair profit) and divide by the number of passengers/tons of cargo carried in a year. I suppose it could be done for the half a dozen standard Traveller ships: The Beowulf, the Marava, the Stellar, the... I forget what the 400 T one is called.EDG said:So if flat rates don't work, the alternative presumably is to have different costs depending on what ship you have?
The problem with existing designs is that they're all mixed designs. That is, they all carry both cargo, high passengers, mid passengers, and low passengers. To get realistic prices you should really do a specialized design for an all-cargo version (no passengers), a high passage version (one steward per 8 staterooms, 1 T of cargo space per stateroom), a mid passage version (one steward per 50, one extra medic per, I forget how many, no cargo space), and a low passage version (filled to the brim with low berths) of each ship.EDG said:AKAramis said:But, for comparison, we'll need 6 designs: J1-J6 200Td merchants. I'll do them to bare minimums, and post them with the analysis.
Wouldn't it be easier to use existing ship designs? Especially since the MGT ship design system is still (AFAIK) broken on the power/drive front? Can you even fit a J6 into a 200dt ship?
If you want to carry passengers from Rhylanor to Porozlo and back, jump-2 is much worse news than jump-1. It all depends on what you're planning to do with the ship when you order it from the shipyard.Zowy said:Yep, passengers = bad news for a Jump 1 ship.