What a difference a day makes....

Something you might want to concider is amount of sheer income you can get...

Our group gets MILLIONS each month if they do that 2 trade visits per month they get with 1 week jumps more or less. Now imagine 1 day jumps. You get easily 10+ trade visits per month. Holy cow! Mortage issues exists no more! We are talking about tens of millions of sheer income which just gets spiralling higher and higher as they find they have enough to just fill the cargo with most expensive stuff they can find. Issue isn't anymore can we afford to buy that. Just what they can find.

So for one you need to adjust trade income or accept the fact they have soon paid their ship without any problems and are looking for one heck of a big ship soon enough...

Heck even one of those big warships could very well become feasible for players...You want them to have cash to flat out buy 300k dTon warship(assuming they can find seller of course)?-)
 
good point, but there is an overall ripple effect on the trade economy.

Cargo hauling prices go down, meaning that the price to ship a ton of cargo go down. With travel time reduced to 1/7th of normal, the cost to actually ship a ton of cargo should be reduced by at least 50%, probably more like 70%.

That should have the same effect on the sales price of goods. Cost of passenger travel should go down by the same amount - meaning more travellers overall, and more ship space devoted to serving them.

This should have a ripple effect on skimming fuel from gas giants - an in-system delay to get "free" fuel is no longer as desirable, since profit margins aren't running as close to the red.

Oh, and with mortgages easier to meet, there should be more ships overall, reducing the amount of speculative cargo available - driving up the cost to buy them, while the price you can get for them remains down.

More revenue from flowing trade goods means more tax & duty revenue for governments - which means more and better enforcement of traffic lanes, and customs inspections - pirates and smugglers become rarer.

Combine all those factors (and plenty I'm sure I missed) and the players are near where they started. However, as you point out, a GM who does't factor in those things will effectively be giving his players the amount of money needed to buy their own warships.
 
Dont forget you've still got the transit time to / from the world, and downtime on-world. I think even with 1 day jumps you're still only looking at 1 trade visit a week - which is only double the norm.
 
Gee4orce said:
Dont forget you've still got the transit time to / from the world, and downtime on-world. I think even with 1 day jumps you're still only looking at 1 trade visit a week - which is only double the norm.
While this is also a valid point, for many worlds, in system travel time can be minimal. IIRC, the 100d limit for Earth only takes a half day or so. With faster travel, comes faster communications - one can have speculative cargos lined up and waiting at the next stop by sending messages ahead. Combine those two things with a couple other factors, and a really determined crew could minimize downtime to maximize profit.

Minimizing downtime by doing things like "calling ahead" for cargo can be done with 1 week jumps a well, it's just more effective with 1-day jumps, because a broker doesn't have to sit on the cargo for as long, either.
 
Gee4orce said:
Dont forget you've still got the transit time to / from the world, and downtime on-world. I think even with 1 day jumps you're still only looking at 1 trade visit a week - which is only double the norm.

about 6h from earth to jump point. So let's make it one day for travel clearance and travel, 1 day for cargo. 2 days in system, 1 day jump. You'll be looking 2 per week with day to spare, 4 per 2 week with 2 days, 7 in 3 weeks and 9+day to spare in a month. 4 times as much. And as said my group is already gaining lots o' money and they are just starting to be on point when they can start to afford to transport REALLY expensive(=profitable) stuff.
 
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