Repair and money-sinks...

Nerhesi

Cosmic Mongoose
So I may be out to lunch here, and I totally understand this may be an optional rule, but I have a few problem statements to pose with some possible solutions:

Issues:
(1) Players can make an enormous amount of money via speculative trading. This trivializes the cost of late game toys.

(2) Armour/hull repair cost is so low (as per RAW), since it is simply treated as a system (armour) or a flat value (hull). This means there is no reason NOT to design a ship with the highest TL permitted armour value - especially military ships. Not only does armour help guarantee less damage/cost for future repairs, it is dead cheap to repair on it's own.


Proposed Solution:

Increase cost on armour repairs such that it is a subset of the total armour cost. So if you lose half your armour, you have to pay half the base armour cost to repair it.

Increase cost on hull repaired to be indicative of the hull of the original ship (so not 10k per 10 hull, but again, a % of the hull damaged).

Results:
Players engaging in combat using their expensive ship now have some expensive ongoing costs. This is especially true as they start engaging in combat. No longer can they run radioactives, cybernetics, luxury goods, advanced weapons, etc (all legal) and make bank, without something sort of drain on their finances. (well I guess they could find a 2-3 parsec perfect trade route for a bit, but then when they try some you know.. actual adventuring, the costs go up )

Thoughts?
 
I think you are on to something here. In my own Traveller group when playing MgT we've taken to the habit of referring to the Broker skill as the Broken skill (as in over powered) because of it's ability to allow you to print money through speculative trading.
 
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