A
Anonymous
Guest
Can obviously work it out from the maintenance cost but I wonder if anything was written about it? How common is it?
Do we risk “breaking” the character generation rewards if we make ships too easy to obtain?
One imagines you might (1) charter and get crew with it, or (2) you might show your space pilot license and get just a ship, or (3) you might hire an automated ship with robo-drive that uses robo-slap if you even think about touching a control. Do we feel roboship is more or less expensive? It should be less expensive as you don’t need a pilot, but pilots are nosy and annoying so it might be an upgrade to do away with such a troublesome flight control system.
Given how FTL communications latency affects everything do we feel that they will be able to use a pooling system? Ship locations are tracked when they jump via transponder. You can see which are available in your system, can pick one up, and return it to any A or B star port on an established trading main. Using the logic that mains should be busy enough for it not to matter where the ships are, and not need “ship hire depots” in selected systems. Plot hook there for a band of specialists to find the ones that have vanished and a ship design hook for some kind of “patrol cruiser with a repair bay” and an unarmored 200-dt renter.
Do we risk “breaking” the character generation rewards if we make ships too easy to obtain?
One imagines you might (1) charter and get crew with it, or (2) you might show your space pilot license and get just a ship, or (3) you might hire an automated ship with robo-drive that uses robo-slap if you even think about touching a control. Do we feel roboship is more or less expensive? It should be less expensive as you don’t need a pilot, but pilots are nosy and annoying so it might be an upgrade to do away with such a troublesome flight control system.
Given how FTL communications latency affects everything do we feel that they will be able to use a pooling system? Ship locations are tracked when they jump via transponder. You can see which are available in your system, can pick one up, and return it to any A or B star port on an established trading main. Using the logic that mains should be busy enough for it not to matter where the ships are, and not need “ship hire depots” in selected systems. Plot hook there for a band of specialists to find the ones that have vanished and a ship design hook for some kind of “patrol cruiser with a repair bay” and an unarmored 200-dt renter.