Why not just be a pirate?

karmarainbow

Mongoose
I'm a long time fan of Traveller, and have been delighted with the Mongoose relaunch. I don't want to start a flame war, but in terms of running the game I do worry that the economics are a bit wonky (and this isn't an issue confined to this version of the game).

In short, starships are so vastly expensive that they make the rest of the economy meaningless. Ships are worth so much money that doing any other kind of mission is pointless: PCs should be out hijacking.

GMs can discourage this in a number of ways e.g. make every ship have a mandatory and uncrackable transponder; make every starport check the ownership of every ship on landing (DNA checks on captains to check registered ownership?); say starports have powerful surface to air batteries to target pirates; say that ships reported stolen are hot news which is delivered at jump 6 by the x-boat network, etc....

However, even ship’s boats, drones and fighters are worth millions of credits...and it does not really seem credible to impose the same level of restrictions over those. Which starport is going to send officials on board to check that your ship’s launch is really yours...?

PCs don’t even have to make a career out of being a pirate. 25% of one ship will give them several million credits each. After that why would they want to do dangerous jobs for 100k a pop?

You could say that there is no market for second hand ships or boats, but this seems unrealistic. Even assuming there are no wilder areas of space where criminal purchases would be accepted, all sorts of settlements or worlds would welcome additional cheap space hardware (perhaps they could say it was manufactured there). Realistically there would be a black market.

Even without the means to sell stolen ships, PCs could act like Somali pirates and hold ships for ransom e.g. 5Mcr for return of your 58Mcr ship....

Could you abolish ownership? In other words could you say that private ownership of starships simply didn’t happen (except perhaps for the megarich), and that all ships are owned by the military, scout service, or a merchant guild? This avoids PCs having to pay off a mortgage, and helps to avoid starship theft because any organisation capable of buying a starship would not buy them - they’d make their own.

There’s still going to be some black market (rogue worlds perhaps), but it would seriously limit the possibility of stealing and selling ships (in fact we could stop saying how much they are worth - it’s meaningless). This wouldn’t prevent there being rogue elements e.g. there could be pirate guilds whose members also do not own their ships, but operate them on behalf of the guild.

The down-side to this idea is that if the PCs don’t own a ship, but it’s given to them by an organisation, then they may not mind if it is destroyed or damaged. It could be made clear to them that they won’t get another, but that could be hard to enforce if a large part of the campaign concept is that PCs are mobile and able to jump around. Instead they’d keep needing to charter flights (with much increased scrutiny over things like weapons carried etc), and they wouldn’t be able to own ATVs, etc (possibly they could hire them, but expensively)

This could help - up to a point. However even if there is no private ownership of starships and ship’s boats, there could still be theft and sale of starship components. For example, if the PCs can remove a wrecked enemy ship’s computer model 4, it’s worth 5Mcr. Simply removing the (presumably uncopyable..?) programmes could net millions of credits (Evade 1 = 1Mcr, Fire Control 2 = 4Mcr etc). Ammo can also be sold, although that presents less of a risk (cr45k for 12 nuclear missiles!!).

Again, it’s hard to see what activity could be more lucrative in Traveller than piracy.

If PCs are going to own starships, it strikes me that these need to be on a different order of magnitude from ships than cost 50Mcr+. There should be a class of small cheap tramp starships that PCs can use, and which cost 5-10Mcr. They would typically be confined to jump 1, have no weapons (or even hard points), a few cramped staterooms and a few tonnes of cargo space (maybe enough space for an air raft or ATV). PCs could own these ships outright at the outset (or reasonably easily with benefit rolls), but the upkeep costs would be high (to balance there being no mortgage to cover).

There could be a range of different styles and characteristics for these tramp ships (this is sounding like Firefly...). This would be much more like the RW where it might be viable for a small group to own a battered tramp freighter or cargo plane, but certainly wouldn’t own a container ship or frigate. The PC's ship would not be able to attack military or even corporate vessels, and would need to run more often than fight, which is more in keeping with the ‘space vagabonds doing shady jobs’ motif.

If they did capture or steal a similar tramp ship, then the profit would be quite manageable. At most they might get the extra cash needed for a weapon or some upgrades. What do you think?
 
For how a GM can circumvent a group of players going hijacking, I'd say people could report their ship being stolen (at a local friendly star or downport), which gets the Navy onto that ship's tail as if its missed its mortgage payment.
It would be like the original owners reporting their "licence plate" number and the Navy gets sent based on that with supplemental ship info from whoever sold the original owner the ship.

This could bring with it "ship insurance" (included in the monthly costs) so if the Navy have to destroy the ship, it doesnt leave the original owner with another few decades of payments and nothing to show for it (this is a fine reason why hijackers would be looked down upon - someone who missed a monthly payment wont have ship insurance).

It'd be, as you can tell above, how police deal with carjackings, with all the trappings that brings. The Somali pirate analogy would fall victim to the above also IMTU.

Also, for perspective, my playing group has a 30 MCr custom merchant ship, thats cheapness brings in profits even though it only pulls minor freight and mail.
Its not armoured but is Jump 2 and has a single double turret with a beam-laser/sand-caster. This is the most expensive ship they could afford with the level of profit they would be looking at bringing in and most of that will go on berthing costs.
With this ship, they couldnt run or even fight off a Navy force chasing them and so keeps them more or less on the straight and narrow but also its not a rust busket and its a nice, proud merchant ship.
The best thing about it? Pirates and Hijackers wouldnt look at it twice when there are juicy speedy ships and grand traders pushing round their bases too.
 
karmarainbow said:
Again, it’s hard to see what activity could be more lucrative in Traveller than piracy.
In my view piracy is a part of Traveller because player characters love to
be pirates or to fight pirates, but it is not really plausible, except in very
special circumstances - just try to steal and sell a real world airliner or
merchant ship, in most parts of the world this will only be a fast way into
a prison.

True, there will be the occasional frontier world with a non-Imperial star-
port which may be tempted to accept a little piracy now and then. How-
ever, these people have to take the risk that the Imperium will find out,
and then the navy will nuke their planet until lead for rad shielding be-
comes a part of the national dress.

Without such supporters with suicidal tendencies the pirates will have no
economic or technological base, and landing at an Imperial starport with
a starship with offensive weaponry to politely ask for the permission to re-
pair some battle damage will not go down very well.

As for parts or software, everything that is truly valuable will have some
identification (even my bycicle has a serial number ...), and being caught
with something that has been stolen will be an unpleasant experience at
best, especially if it has been stolen by pirates who are on the "to do list"
of the Imperial navy. A customer has to be far more stupid than greedy
to buy such goods, even if the price is exceptionally low.

Besides, to get technical services and repairs for stolen technology or
updates and thelike for stolen software will be rather difficult, and this
will further reduce the customers' interest in stolen goods.

All in all, while piracy may seem to be a way to make a fast Credit, the
Imperium will make sure that interstellar trade - its one and only source
of income - will mostly stay clean and safe, and it has the means to do
it.
 
Like rust said - and to give another analogy - think helicopters.

They are very expensive - and many could be hauled way with a winch and a flatbed (or even a pickup). They often sit in plain sight or behind a simple deadbolt. And, like a space ship in the black, while there may be no-one close enough to stop you, the theft would most likely be observed.

And then, besides trying to transport it clandestinely (hah!), you also have to sell the bloody thing to buyers who like as not aren't gonna be paying 25% of retail (maybe not even 10 or 1%). Why should they, when they can steal their own or pay someone 100k per job...

More pertinently, this is a game and definitely not a simulation of reality (despite efforts to make it 'hard') - my players have always been in the game for adventure - not to see how many imaginary credits they can accumulate.
 
The problem with looking at pirates in the OTU and using real world stuff to compare is that they don't. Compare that is. The somali pirates would have been drop assualted, the ships and crews that survived would be recovered and the the world of somalia would be glowing in the dark in a universe with an all powerful Empire.

If your OTU looks like earth where the Imperial court makes the UN look efficient and fast then pirate worlds like somalia will exist becasue ti takes decades for the fleet to gt permision to violate thier "human" rights and take them out.

Yes ships are vastly expensive but that tends to mean the market for them is smaller. Steal a 50Mcr ship then try to sell it for 25Mcr, will you take ship shares and a monthly payment mr pirate?

On the level of a character 25Mcr is a lot of money, how many pirates were there on the raider, does the captain hold the major shares or is there a secret noble owner who takes the bul of the income. Are they indendant and therefore paying for everything or part of an organisation and getting a small share.

Pirates cannot go to a legal shipyard for repairs, that class B across the border in that minor power charges at least three times normal rates to repair your combat damage, what do you do. Refuse to get repaired. Threaten them with your pirate guns, they deal with scum like you all the time and will be ready for such a ploy.

As part of a raider organisation that 50Mcr ship bay sell for 25Mcr in parts. The raider owner/secret sponsor takes half of that, a big chunk goes towards operating costs and expensive items (missiles are not free).
What is left then gets divided between the officers and crew.

Your share of that ship may be 150Kcr. Nice. Enough to retire on. Nope.

Pirates are a clasic part of traveller. Ships cost what they do. If you want pirates or your players want to be pirates then make changes to the black economy. Make it possible but not so easy. If you buy on the black market you pay more, selling stolen goods gets a lot less than a legal sale will.

In the end if players want to play pirates then set up a campaign for them, move them into doggy space and let them play in a realm where thier little 400Dton corsair is being pirated by the big boys, where every ship carries full weapon loads becasue there are so many pirates and where your friends will sell you out as soon as the reward gets high enough.

Vile said:
Divide ship costs by 10, and a lot of OTU wonkyness disappears ... :twisted:

Does your mortgage divide by 10 as well so you are clearing 200Kcr profit a month with a free trader. Does the mortage clear in 4 years so you are the ship owner after a single term. Why bother with a free trader if the monthly costs are so low, jump into a subby or bulk frieghter and realy make some cash :D

Sadly the whole system is tied together, you need to make behind the scenes tweaks or just rewrite the whole economy.
 
The problem with looking at pirates in the OTU and using real world stuff to compare is that they don't. Compare that is. The somali pirates would have been drop assualted, the ships and crews that survived would be recovered and the the world of somalia would be glowing in the dark in a universe with an all powerful Empire.

If your OTU looks like earth where the Imperial court makes the UN look efficient and fast then pirate worlds like somalia will exist becasue ti takes decades for the fleet to gt permision to violate thier "human" rights and take them out.

The key difference is the presence of a 'universal' Imperium - all space is considered Imperial Space and the Imperial Navy goes where and when it likes.

In Theory.

Which is why you categorically will not get major piracy outbreaks in core sectors. In backwaters, however, near the border, you get multiple major powers (Imperium, Zhodani, Hierate), none of whom will allow the other's warfleets the freedom to wander into one of the 'independent' systems between each other's space and nuke the crud out of it as it sets a rather unpleasent precedent.

Which is where you'll find your OTU Barbary and Somalia.
 
Captain Jonah said:
Sadly the whole system is tied together, you need to make behind the scenes tweaks or just rewrite the whole economy.

Did that ~20 years ago as the Trav econ is more fantasy that D&D.

Anyway back to the pirate thing. Have them in a non 3I setting where there are smaller "Empires", maybe sub-sector size. Lot's of tension, small wars. Make them Privateers.
 
Somebody said:
So investing in some SDB and monitors is the best choice. What defence a system has depends on the referee. Low Tech worlds could import SDB.

Devil's advocate:

How large are you expecting the pirate ships to be? A 400t SDB is going to shred a 600t Pirate jump capable ship. Two 6G heavily armoured & armed SDB's to a system (VERY cheap for an entire planet), is going to lock down the 100 D world to Jump point & GG routes...

This small 300t SDB, http://www.4shared.com/document/jTNZ4xc4/SDS_300t.html
is going to give pause to all but the largest pirates...
 
locarno24 said:
In backwaters, however, near the border, you get multiple major powers (Imperium, Zhodani, Hierate), none of whom will allow the other's warfleets the freedom to wander into one of the 'independent' systems between each other's space and nuke the crud out of it as it sets a rather unpleasent precedent.
It would depend on whether the pirates attack only the merchant ships of
one major power, or are stupid enough to attack the ships of all of them.

If all of the major powers lose income to the same band of pirates, the
planet offering the pirates a base suffers a high probability to be made
uninhabitable by one major power navy while the other major powers in-
tentionally look elsewhere and are quite happy that someone else is do-
ing the dirty work for them.

If the pirates attack only the merchant ships of one major power, they
could stay a little longer in business, although their supporters would risk
to provide a good excuse for the next frontier war - and to become its
first victims. After all, this kind of piracy would be equivalent to an unde-
clared war, and the major power attacked in this way can choose to re-
taliate whenever it fits into the bigger strategy.

So the best plan for the pirates would be to concentrate on the merchant
vessels of the minor powers of the region in order to avoid to make one
or more of the major powers really angry. Unfortunately this carries the
risk that all major powers could ignore an attack by a minor power on the
pirate base, because they do not want to get drawn into this.

Well, and then there is the problem that pirates make enemies. Some of
them may be enraged or powerful enough to decide to deal with the pira-
tes even without any government involvement. This could be the trader
captain who was ruined by the pirates and is out for revenge by whatever
means he can muster, but also the security service of some shipping line
or megacorporation which calculated that eliminating the pirates would be
cheaper than paying the high insurance premiums. In a frontier region
without much law and order such enemies could be even more dangerous
than the official navies - think of a megacorporation which offers a boun-
ty of ten million credits for every captured or (preferably) killed pirate
captain ...
 
Somebody said:
Actually one SDB will likely not be enough due to maintenance etc. Current day estimates say 2-3 ships to keep one on station (one in transit, one in repairs/training/fitting out). Even more true for nations that buy "past their TL" (see Argentines Problems with the 209 series subs)

Well, I'm considering on station. Yes, it would take ~6. Still dirt cheap.

Somebody said:
Pirats up to 3000dton are possible IMHO since freighters up to that tonnage seem to be resonably common. Ships like the 2000dton Freighter and the Salvage craft make a lot of sense.

Then the SDB's are 1500 tons. Still cheap for an entire planet.

Somebody said:
And I assume a pirat works like a german-style Q-ship relying a lot on surprise and good passiv sensors. Since piracy is a capital crime already carrying a few nukes to finish of the pesky SDB is not out of the question either.

Active sensors of the SDBs + Densiomters (within the VERY narrow corridors the pirates will have to occupy) will light them up with NO problems. And, a few "nukes" won't do much of anything against Armour 15 +rad shielding.


Somebody said:
If I want Pirats I am quite willing to accept "stealth" in space.

There is no stealth vs. Grav + active sensors at those ranges. In any Trav rules set.
 
Of course, one can have piracy in the Third Imperium setting if one wants
to have it, but it requires a referee who plays his part of the game "with
both hands tied behind his back", because otherwise - if he plays the pi-
rates' enemies according to their abilities and means - the campaign will
be a very short one or quickly move to a prison planet scenario.
 
Somebody said:
Are they? For a planet that can not support them without high tech imports?

Yes, do the math for an entire planets gov econ.

Somebody said:
Actually you are using MgT rules and there the Armor might be true. Other rules have more effective nukes. And some do not have densiometers (TNE, GT has it "optional"). As for the claim "no stealth" that is something I'd have to check.

Besides "Surprise" is the name of the game. First the SDB has to assume a ship is a raider. Then it has to get the sensors on target and a readout. All that before it is gone. We are not talking british style "I carry my guns for all to see" Q-Ships. We are talking "hidden behind camouflaged panels" German Q-Ships.

CT, MT, MGT. Rules.


Surprise? Easy. Why is that ship just sitting at the GG or 100D limit doing nothing? I'm assuming that the SDB crews have IQ's > 30.
 
Somebody said:
Besides "Surprise" is the name of the game.
Indeed, which is why I would expect many systems to use Q-ships instead
of SDBs to keep pirates away from their space lanes. It is unpleasant for
pirates not to know whether that 1,000 dton merchant vessel is a poten-
tial prey or a potential predator, and if several systems cooperate and ha-
ve a number of different Q-ships travelling between them, this is cheaper
than a normal system defence - and probably also much more efficient.
 
karmarainbow said:
I do worry that the economics are a bit wonky (and this isn't an issue confined to this version of the game).
I believe the designers purposely planned mechanics of the game so that it wouldn't be solely merchants in space. Expensive ships with high mortgages to make players adventure to make ends meet. Enter the patron and the GM now has an easy method of guiding game play.

Personally, for realism, I think incidents of piracy and skipping have to be fairly low. Profits would have to be higher to compensate for losses and this isn't the Traveller trade mechanic.

karmarainbow said:
In short, starships are so vastly expensive that they make the rest of the economy meaningless.
BP said:
Like rust said - and to give another analogy - think helicopters.
Agreed. Watercraft are pretty easy to take too.
karmarainbow said:
PCs should be out hijacking
Some PC's may have morals. Why shouldn't all non rogue PC's (rogues probably can't pass the credit checks and probably don't have morals) just finance a ship and run out on it? Less risk than hijacking and you aren't taking away some other hard working crews livelihood.
karmarainbow said:
Even without the means to sell stolen ships, PCs could act like Somali pirates
I can see this being possible in certain parts of the universe.
karmarainbow said:
Ships are worth so much money that doing any other kind of mission is pointless:
Banks have so much money why isn't everybody out robbing banks? To me, in Traveller it is not impossible for hijacking to occur but just like bank robberies occur, inexperienced and stupid people usually get quickly caught, smart people typically can make money some legal way without the risks, moral issues, and lifestyle of being a criminal, and a few people can do it and get away with it; for a time. Smart successful crooks retire quickly, repeat offenders usual get hunted down and caught.

karmarainbow said:
GMs can discourage this in a number of ways
zero said:
For how a GM can circumvent a group of players going hijacking...
Topic discussed in detail in many other threads so I won't get into it again here.

karmarainbow said:
However, even ship’s boats, drones and fighters are worth millions of credits...and it does not really seem credible to impose the same level of restrictions over those. Which starport is going to send officials on board to check that your ship’s launch is really yours...?
Stealing, keeping, and maintaining stolen property yourself is one thing. Finding a market for stolen property is another.
karmarainbow said:
Realistically there would be a black market.
Sure. That's part of what Traveller is about. Some areas of space more so than others. Black markets have their own risks.
karmarainbow said:
If PCs are going to own starships, it strikes me that these need to be on a different order of magnitude ...
I already think of the free trader as several orders of magnitude lower than what typically plies the "standard" shipping lanes.
rust said:
just try to steal and sell a real world airliner or
merchant ship, in most parts of the world this will only be a fast way into
a prison.
I know someone who's job is to retrieve aircraft. Mostly corporate and private planes that are behind on payment. Sometimes they are hidden in foreign countries and it has to be "stolen" back because the locals are lenient and while they will thoroughly (slowly) go through the proper paperwork they also may question without detaining someone (warning them that someone is after the property) and not seize/guard the property allowing it to be hidden again while paperwork and proper procedures are in the works.
rust said:
As for parts or software... [clip] ...and being caught with something that has been stolen will be an unpleasant experience at best
How many business folk would buy parts for a multimillion dollar investment that their lives depend on from an unreliable source vs a quality parts vendor? I guess it might depend on the part and how 1) easy it is to be detected as stolen 2) critical it is to the ships function 3) how much money can be saved 4) reliable the seller is 5) law level - likelihood of buying it without being caught 6) penalties for being caught 7) personal morals
The list can go on.

My conclusion/suggestion: Don't make piracy the standard way of life throughout YTU. Pirates have lots of possible problems to overcome and overcoming obstacles is a big part of what all RPGs are about so play a group of crooked moral-less pirates if that's what fits the characters and the play group will find it fun. The prison planet adventure was created for a reason :)
 
Additional bad note for the pirates. If they are jumping from system to system, they need to make that commitment of designed and dedicated Jump Drive and Jump Fuel to their starship. Oh, and cargo space. An anti-piracy SDB or other ship (non-jump monitor) does not need to allocate space for such things. (Well maybe missile stores = cargo space).
 
Nathan Brazil said:
Additional bad note for the pirates. If they are jumping from system to system, they need to make that commitment of designed and dedicated Jump Drive and Jump Fuel to their starship. Oh, and cargo space. An anti-piracy SDB or other ship (non-jump monitor) does not need to allocate space for such things. (Well maybe missile stores = cargo space).

Yep, J2 + large cargo Pirate = Not enough room for armour + large M-Drive = Dead vs. SDB
 
If I was a pirate, I'd go whole hog and use the battle rider concept on a flying jump drive mothership. Then I'd purposefully jump WAAYYY out in the system and send my SDB-munching battle riders in to deal with the SDBs. My battle riders would then board the actual targets and because I'd have a reputation of never killing crew, they'd surrender without a fight. Then I just fly away the targets.
 
apoc527 said:
If I was a pirate, I'd go whole hog and use the battle rider concept on a flying jump drive mothership. Then I'd purposefully jump WAAYYY out in the system and send my SDB-munching battle riders in to deal with the SDBs. My battle riders would then board the actual targets and because I'd have a reputation of never killing crew, they'd surrender without a fight. Then I just fly away the targets.

If you were as rich as a large planetary gov, why would you be a pirate?
 
apoc527 said:
If I was a pirate, I'd go whole hog and use the battle rider concept on a flying jump drive mothership.
A pirate who spends hundreds of millions of credits to get rich enough to
retire seems to lack a lot of business sense. :lol:
 
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