Some considerations about staterooms (with pictures)

Wasn't there a thread with Traveller related pictures including some involving staterooms?

There was even one about a Scout class ship showing the ship's dimensions in 3d which highlighted the staterooms aboard the standard class scout ship.
 
"First Class costs 3500 Cr per jump (regardless of jump number) and gets you 8 dTon of living space (about 4 of those are your actual stateroom,"

This isn't isolated to your write up but, at that price per ton no one is taking passengers. The MINIMUM that would be charged is Cr1,000 per ton of space. In the above case, Cr8,000. Cargo is that and much less hassle for a ship & crew....
 
IIRC standard high passage costs cr10,000. Can't see anyone charging less, and probably would charge more for your more advanced options.

I like them, but you have to charge more than the cost of bulk cargo for the same space. Wheat or unrefined ore doesn't eat for that whole week.
 
Added some more thoughts about cold passage: http://www.trojanpoints.blogspot.be/2013/01/low-passage.html

Hopeless: if you find it back, please let me know!

F33D and tanksoldier: point taken, it's been a long time since I've been looking at pricing, plus I've been drifting in between rule systems for years... One thing that bothers me too is the "regardless of jump number", the reasoning being IIRC that jump-x ships tend to operate only on jump-x routes where they are at optimal capacity. However, even in that ideal situation, I'd tend to think that as jump number (and thus fuel to hull ratio) goes up, the number of passengers carried goes down and prices per head have to go up too keep an overhead... Or not?
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Trojan Points - Sci-Fi RPG & wargames blog
 
Trojan Points said:
One thing that bothers me too is the "regardless of jump number", the reasoning being IIRC that jump-x ships tend to operate only on jump-x routes where they are at optimal capacity. However, even in that ideal situation, I'd tend to think that as jump number (and thus fuel to hull ratio) goes up, the number of passengers carried goes down and prices per head have to go up too keep an overhead... Or not?

You are quite correct. In order to have a sensible econ trade system you must throw out all trade assumptions from the rule books and calculate your own figures. The system as found in the rule books was designed so that PC's with higher jump ships than Free Traders could not easily survive as cargo haulers so as to force adventuring. As such the author intentionally ignored econ axioms.
 
Ah Traveller economics :roll:

Do you want to understand the economics of the Traveller system.

Do you have a hammer.

Ok hit yourself on the head till you pass out.

Trust me that will be far less painfull than trying to understand how the Traveller ecomony works :lol:
 
That's because Traveller is a RPG about Adventurers in a SciFi setting. If you want a game that simulates economics in a SciFi Setting I would recommend another game/simulation... ;)
 
Captain Jonah said:
Ah Traveller economics :roll:

Do you want to understand the economics of the Traveller system.

Do you have a hammer.

Ok hit yourself on the head till you pass out.

Trust me that will be far less painfull than trying to understand how the Traveller ecomony works :lol:

No doubt.
 
Trojan Points said:
However, even in that ideal situation, I'd tend to think that as jump number (and thus fuel to hull ratio) goes up, the number of passengers carried goes down and prices per head have to go up too keep an overhead... Or not?
After several failed attempts to make sense of Traveller's economy,
I decided to use a different approach for the pricing of passages. As
I handle it now, the passenger basically books a (mobile) hotel room
for a specific number of days, with the price depending on the quality
of the accomodation and the available service.
Despite their higher overhead and therefore higher basic price the fa-
ster ships normally attract enough passengers because these passen-
gers have to book their rooms for a smaller number of days, and the
faster ships usually also are the newer ones and provide better acco-
modations and better service.
On a route of 2 parsec the passenger therefore has the choice to book
a comparatively inexpensive room for 15 days on a slow ship or a com-
paratively expensive room for 8 days on a fast ship (each voyage inclu-
des 1 day for transfer and thelike).
 
Quite frankly, I'm more gravitating towards rule-light systems, say FATE or Diaspora (which is FATE too) where exact prices and down to the credit accounting aren't really a factor... So thank you all for your comments, but no more advanced economics for me. I was more interested in what the different stateroom would look/feel like... I'll actually remove pricing information from my posts!
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Trojan Points - Sci-Fi RPG & wargames blog
http://trojanpoints.blogspot.com/
 
Links are working just fine...

I'm afraid actually drawing a sloped hull around the first model would actually have bits of stateroom and other compartments protruding out of it. I was aware of the second one: beautiful art indeed. But a bit too detailed for gaming reference to my taste.

Thanks anyway!
__________________
Trojan Points - Sci-Fi RPG & wargames blog
http://trojanpoints.blogspot.com/
 
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