suburban_fox said:
I have a question. I couldn't find rules in any of the books for selling ships... say a player decides to a) sell their starting ship for whatever reason, or b) acquires another ship (say a failed pirating attempt results in them taking over the pirates' ship) and decides to sell one of their two ships. How would this work in the game?
Obviously they won't get full price for it, but since these things cost millions, even at half the list price these things will net the players several million credits, [ . . . ]
I've done a little bit of work on a 'cheap ships' economy of secondhand or surplus starships. Generally a used starship is worth the economic value of the ship - i.e. given its revenue generating potential, what is worth spending to get that return?
This will be dependent on the ship's running costs, how long before it needs a major refurbishment and its revenue generating potential. Selling the ship through a broker will also cost you the broker's margin. If the cost of refurbishing a ship rises above its capital value then it might just be scrapped. Without going into a whole ECON 101 lecture, If there's scarcity on the market for secondhand hulls then this will put upward pressure on the costs for cargo or passenger transport, so the revenue generating potential will be reflected in the going rates for shipping.
As an example, say we have an A2 class far trader. Assume this can carry 6 passengers, 60 tons of cargo and 10 low berths, and that we will average flying at 80% of capacity. Under the stock trade rules, the cargo can realise Cr48,000, the passengers can realise Cr50,000 and the low berths can realise Cr8,000. Averaging 2 jumps per month (24/year) this comes to approximately 2.5 million. Annual fuel costs are approximately 1 million and crew salaries are around Cr200,000. Annual overhaul costs around 0.1% of the ship's new price, or around Cr500,000. This gives running costs in the region of Cr1.7 million and revenues of Cr2.5 million for a net profit of Cr800,000.
If we assume that we want a ROI of 15% to represent the somewhat risky investment of a free trader, its market value would be around Cr5 million. This assumes that there are no major repairs coming up. If it needed a major strip down of the jump drive or power plant or major refurbishment work done on the hull then the value would be its economic value minus these costs.
If the ship could do something more profitable (e.g. speculation or smuggling) then it might be possible to find buyers willing to pay more, but in practice the market value will be related to whatever the mainstream application of the craft will bear.
This also leads to the question of 'why bother?' if the economic value of the ship doesn't justify the cost of building it then nobody would do that. Some possibilities include:
- Government subsidy to promote economic development in backwater regions. Perhaps an A-class trader can service colony worlds or poorer regions without needing a large scale investment in infrastructure to support it. Imperial authorities might find is cheaper to subsidise the production of smaller, streamlined trading ships than to build out larger class B or C starport facilities on poorer worlds that couldn't support the volume to justify the investment.
- Surplus military transports - perhaps the ships are naval surplus transport ships being sold off.
- Relics of a bygone era. DC3's were used in large numbers after WWII - right up to the 1970s in fact. They remained popular decades after much better aircraft became available because they were practical to operate in remote areas without good logistic support.
In the light of this sort of scenario, the value of used starships is probably quite low, in many cases just a few million credits.