Starship Parts Inflation

GhengisRexx

Mongoose
I noticed that parts used to repair starhips are rather pricey at 100,000 cr per ton. This has my players terrified of combat. (A good thing!) But looking at MTraveller first edition, I saw parts used to be 10,000 cr per ton. Now ships have 5x more hits, and cost 10x more to repair. Is this repair parts cost a typo?
 
I don't believe it's a typo, but my table also didn't like the change. The house-rule we rolled with was that 1 ton of Spare Parts costs what it does because it allows you to make field repairs with nothing more than the tools you'd find in the Ship's Locker. Making repairs at a place with proper repair facilities -- like any Class-B starport, for instance -- still costs the 10,000cr/ton for parts from 1e. Extrapolating from there, we also had Workshops provide enhanced bonuses to repairing Hull damage in the field.
 
Well, there’s your problem... you’re bothering to actually lug spare parts around instead of just stocking up on raw materials to print them from...

As soon as the ISS can verify that 3D printing techniques can work in space, even stodgy ol’ NASA will be switching from a “spare parts” model to a “print as-needed” model...
 
They changed the price in the January version/update. http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=118310&p=896902&hilit=spare+parts#p896902

It does make combat damage really expensive for small ships to repair. A single hit from a triple pulse laser turret will wipe out the income from a Free Trader for most of a month. (110 000 Credits worth of damage on average and 164 000 income from Cargo shipping. That is a single hit.

The Drinax campaign just got easier for pirates. "Drop cargo or we will damage your ship and drive you into bankruptcy!!"

Actually, skip the cargo dropping. Drop spare parts since they are worth 100 000 Credits per ton and are worth more than almost every other cargo.


Either that or ships will carry damage insurance, and pay a monthly fee to then be able to have coverage to repair damage if they ever get hit by something.
 
PsiTraveller said:
And for the more cannibalistic. Can a ship be stripped down for spare parts? Left up on blocks on an asteroid somewhere??

In theory, yeah, you should be able to do so. Things like wiring, spares, etc, would be present on a ship that is "destroyed" due to damage. What survived will probably be pretty random though. Event things like cutting what remains of their hull up and welding it over your holes should be possible with the right knowhow, tools and time.
 
I just finished reading over the Scavenger career from Scoundrel and the Junk Dealer Career from Merchant Prince.

Highguard is mentioned in the new June Core book about new rules for salvaging ships. I will expect a whole new set of careers or NPC crew members dedicated to stripping as much value from any ship captured. This could be a very useful skill to have in order to strip a ship. You could do a general Salvage skill, or make it a series of engineering or computer, science skill checks.

Or you go full refurb and destroy all the high tech tracing technology by sending the whole ship through a smelter module and then remaking new technology with your production modules. No serial numbers to be traced when you make it yourself. :)
 
I'm curious if the new High Guard will have careers in it. I don't remember seeing anything about chargen while checking for typos during playtest.
 
ShawnDriscoll said:
I'm curious if the new High Guard will have careers in it. I don't remember seeing anything about chargen while checking for typos during playtest.

Nope, no plans for any careers in it.
 
AndrewW said:
ShawnDriscoll said:
I'm curious if the new High Guard will have careers in it. I don't remember seeing anything about chargen while checking for typos during playtest.

Nope, no plans for any careers in it.
Ok. That's why I'm hanging onto all my 1st edition career books.
 
PsiTraveller said:
<snip>..It does make combat damage really expensive for small ships to repair. A single hit from a triple pulse laser turret will wipe out the income from a Free Trader for most of a month. (110 000 Credits worth of damage on average and 164 000 income from Cargo shipping. That is a single hit.

The Drinax campaign just got easier for pirates. "Drop cargo or we will damage your ship and drive you into bankruptcy!!"

Actually, skip the cargo dropping. Drop spare parts since they are worth 100 000 Credits per ton and are worth more than almost every other cargo...<snip>
And suddenly serious piracy in general becomes much more lucrative, as does scavenging (as someone else pointed out) while players running around casually shooting up everything in space becomes almost undesireable.

Quite the coincidence, huh?

:lol:
 
I agree, the price increase changes a lot of things. The run and gun shoot everything that moves will quickly cost more than it returns if the players are not very careful, lucky or creatively successful.

As for piracy, the THREAT of an attack could cause them to cough up money or cargo in order to save themselves the expense of repair. An interesting business model might be 2 pirate ships, one at Very Long range with a Particle Beam barbette. This does 4D damage. Assume average damage and that is 14 points of damage minus armour value of the ship. So that barbette could cost 100 000 Credits per hit. If the VL ship had more than one barbette you are looking at some significant cost in repairs per round of combat. Small ships are looking at an expensive hit and probably a critical hit due to cumulative damage. The average for the Critical Hit chart is the Hull location. This can get very expensive.

The second ship approaches and gets the cargo. It probably has missile launchers to do expensive amounts of damage at closer range.

Missiles get an upgrade to cost effectiveness,
Standard missile costs 250 000 Credits for 12 missiles: That is 20 833 Credits per missile. A missile does 4D damage. Average cost of damage is 14 points of damage or 140 000 Credits worth of damage, minus armour. The earlier versions of missiles had them not costing one tenth the damage repair costs.

Adding in extra missiles to the salvo helps make sure missiles get through the EW and PD of the Ship. If multiple missiles get through there is a huge cost increase to the damage done with the multiplier. Getting a 3 missile salvo through the defenses and tripling the damage done will hammer a smaller ships finances, as well as its hull points.
Assume a 200 ton ship with 2 triple missile turrets fires at another 200 ship. 6 missiles launched costs 120 000 Credits per attack. If only 1 missile gets through and the ship has armour of 2 the cost of attack and defense is the same. If 2 missiles gets through the cost for the defender is doubled and the economic value of the attack is increased.

Going back the the Drinax game, or any mercenary campaign. If a crew is hired to "take out" a rival corporation and damage them in some way then a simple economic raiding operation could start inflicting millions of Credits of damage in a single battle. The Very long range kiting build becomes popular in that the goal is to inflict damage and run away and cost the enemy time and money in repairs. Targeting ships of a specific corporation could make them bleed money in repairs, or they keep ships running with damaged hulls, ever closer to a cumulative damage critical.
 
Juums said:
I don't believe it's a typo, but my table also didn't like the change. The house-rule we rolled with was..<snip>

Very nice! I really like these house rules. Gives the players more options to work with, depending on their situation and depth of their pockets..which is always a good thing. I just added to my rules. Thanks!
 
Back
Top