Using real world ship building to explain Traveller

Sageryne

Cosmic Mongoose
Hi all,

I stumbled across a series of YouTube video on modern ship building. While watching them, I realised that many of the issues brought up in these videos would have close analogues in Traveller:

Why only certain places build ships:

This is a good explanation why it only makes economic sense for China, South Korea and Japan to build large commercial vessels anymore. It talks a little bit about the high priced world of military ship building and why countries still do that. It also talks about the huge value added components, for example, a huge containership might sell for $200M, but the $50M engine and $3M propeller are made in Germany and then shipped there for installation.

From a game point of view, it might make sense that certain very large jump and manoeuvre drives are only built in one or two systems in a sector and then shipped to other smaller shipyards that just do the installation. This works especially nicely with the LBB lettered drives. This might also explain why there are Class A shipyards on TL9 or 10 worlds. Most of a ship can be built with TL9 or 10 components. If engines, computers, and sensors (or other high tech equipment) is mass produced and then sold across the sector, then you don't have to have the highest tech level to build ships.

There have been other discussions on the forum recently about TL12 parts being commonly available in Class A and B shipyards regardless of the TL of their host planet. If you had centralised manufacturing of the higher TL components and then wide distribution, that makes sense.

Ship financing and profitability:

Modern big shipping companies rarely make profits on the actual shipping, but they are actually huge-conglomerates (mega-corporations anyone?) with their fingers in the pie of ship financing and shipping services (resale, insurance, spare parts, supplies, fuel). Also, each ship in their fleet is actually its own corporation, so it can insulate itself if something goes wrong (honest judge, I was just leasing this ship from 123456 inc.).

With Traveller, this could lead to things like a huge corporation stepping in to help finance the PCs ship, but once financed, they realise they are tied to the "company store" and can only get services from other arms of the huge evil mega-corporation.

Shipbreaking:

When a Traveller ship reaches the end of its commercially viable life, it is sold to a "plausibly-deniable" cash buyer, re-registered to a location with little to no regulations on ship-disposal, and then sailed to a place where desperately poor people strip them of valuable items, and then cut the hulls up to be melted down for scrap.

There are a ton of possible adventure hooks for such a process. For example, the PCs get hired to sail a ship to the ship-breakers, but it is in such bad shape they breakdown on route.

Just thought I would share.

- Kerry
 
There is no degradation of spacecraft components, except that of damage, and acquiring quirks.

Ensure regular maintenance, and don't get into combat, your spacecraft could last millenia.
 
There is no degradation of spacecraft components, except that of damage, and acquiring quirks.

Ensure regular maintenance, and don't get into combat, your spacecraft could last millenia.
That assumes you are in the vacuum of space. If your ship is in and out of atmosphere, there is the fiery re-entry, and then sitting at the starport. At very least you will be dealing with rust, not even considering hostile or insidious atmospheres.

Also, if you look at the international space station, it is wearing out because it goes from roasting at hundreds of degrees to freezing at hundreds of degrees below zero every 90 minutes.

What about micro-meteor hits? Damage from failed docking rolls?

A ship in space is not damage or aging free.

Traveller RAW don’t have those things, but they should.

Kerry
 
Someone forgot to add that to either the Core or High Guard rules.
My original post was about using the real world situations to help develop adventure ideas for Traveller games. Whether it is in the rules or not shouldn’t stop you from coming up with interesting and engaging ideas for role-playing.

Rules are there to guide you. They can never cover everything. That is why you have a referee or game-master, to deal with those things the game designers didn’t think of or forgot. When you dismiss ideas out of hand because they aren’t addressed in the rules, you rob yourself and your players of possibly interesting roleplaying opportunities.

Kerry
 
I did comb through the rules.

And I came to the conclusion, that as long as you looked after the spacecraft components, they will continue to function as designed, except, if they acquired quirks, and even then, you could probably live with most of them.

As regards replacing equipment, it takes a thousand years, before the expense of maintenance equals the cost of a spacecraft component.
 
One thing you have in sea navies that you might not see in space is the need to replace the sacrificial anodes. Big zinc disks that screw on to the hull to prevent Chlorine pitting. The guys used to "borrow" them from the supply lockers, stick a pipe threw the center hole and use them in a make-shift gym.
 
On my ship designs I use this formula for maintenance instead of the one in the books.

Ship Cost x 0.01 / 13 = Maintenance Cost per Maintenance Period

It basically makes it x10 more expensive to maintain.
 
CT AM Darrians:

"The number of tech level 15 warships expected by the Imperium to remain in service after 2,000 years is zero. The percentage of tech level 15 starships which could remain in service after 2,000 years, if the lmperium had a mind to keep and maintain them for longevity, is also zero."

Ships in space are exposed to cosmic rays and other radiation, over time this has deleterious effects on metals, polymers, ceramics.
 
CT AM Darrians:

"The number of tech level 15 warships expected by the Imperium to remain in service after 2,000 years is zero. The percentage of tech level 15 starships which could remain in service after 2,000 years, if the lmperium had a mind to keep and maintain them for longevity, is also zero."

Ships in space are exposed to cosmic rays and other radiation, over time this has deleterious effects on metals, polymers, ceramics.
Sounds like it needs a mechanic that we do not have. Hull Life. Everything else can be replaced, but once the hull is too worn-out to repair, a new hull needs built. Until then, it can still be the same ship. Same keel, same ship. Just My 2 cents.
 
Starwarships don't tend to last long, since a more efficient way to kill others tends to be found, and you can only have so many in commission.

Commercial shipping tends to be more concerned with operating costs, and if there's a way to keep more money from each voyage, they'll discard each generation of freighters.

And then there's that science fiction trope of a super starwarship, lost for millenia, being discovered.

And still in working condition.
 
On my ship designs I use this formula for maintenance instead of the one in the books.

Ship Cost x 0.01 / 13 = Maintenance Cost per Maintenance Period

It basically makes it x10 more expensive to maintain.
Hi MasterGwydion,

Do you also increase the cost of shipping and passenger travel? If there is one golden rule in a capitalist society, no one does something for free. A ship's captain will total up all their costs (including maintenance, whatever it is), slap on a profit margin, and bill it all to his customers. If the market won't bear the price, then the captain will move to somewhere that will.

- Kerry
 
The prices are set by the megacorporation liners and transports.

If a PC wants to travel to the next world on an xboat link/trade lane all they have to do is pay the standard middle passage ticket price.

What a PC Traveller run merchant charges for passage is up to them, but the passenger can always say "nope, I will wait for the next Tukera liner"...
 
Hi MasterGwydion,

Do you also increase the cost of shipping and passenger travel? If there is one golden rule in a capitalist society, no one does something for free. A ship's captain will total up all their costs (including maintenance, whatever it is), slap on a profit margin, and bill it all to his customers. If the market won't bear the price, then the captain will move to somewhere that will.

- Kerry
I do not. Part of the reason for the increase in maintenance costs is that it is too easy to make money with a ship in Traveller, so I did this to eat up a few more credits. Plus, 0.1% maintenance cost per year? I have never seen anything maintenance-wise in real life that cheap. Even 1% per year is insanely low.
 
On my ship designs I use this formula for maintenance instead of the one in the books.

Ship Cost x 0.01 / 13 = Maintenance Cost per Maintenance Period

It basically makes it x10 more expensive to maintain.

Might be simpler to lower the amount of cargo they can get (either to carry or speculate with) a notch or 3. A penalty for independent ships, lesser penalty for small lines and end up with the major lines getting a bonus.
 
Might be simpler to lower the amount of cargo they can get (either to carry or speculate with) a notch or 3. A penalty for independent ships, lesser penalty for small lines and end up with the major lines getting a bonus.
You mean after the Traveller jump drive and fuel already robs them of most of the space in their ship for cargo?
 
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