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The Fleet Ship designs, strategies, and tactics.

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Old August 7th, 2007, 03:39 AM
ChalkLine ChalkLine is offline
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Default [MT] Freelancer traders

Remember 'Freelancer'? A nifty PC game (that my PC won't run. Sigh. So much for progress) that featured small ship trading.

It had a very interesting kernel of truth; most small cargo trips will not be between high population centres. It's more economical to use bulk movers for that.

However, there must be lots of small bases insystem (hundreds if there are asteroid belts) that are too small to attract large shipping which must move in an environment of level economic income.

So, if the majority of cargo carrying will be insystem ships, really a trader doesn't need a jump drive. In which case, just buy a 50dton pinnace. Still, everyone needs a jump drive for adventure . . .

Here's two tiny deep space traders that service asteroid trade, and may make up the bulk of some peripheral trade in asteroid-heavy systems;

CRAFT ID:
Small Trader
TL: 15

MCr33.592 (Merchant)
HULL:
90/225, Displacement=100, Config=3U,
Armour=40G (0), Loaded=722.76, Unloaded=-24.1
POWER:
3/6, Fusion-E=450.Mw Duration=720hrs/30 days
Extended Endurance=720hrs/30 days
No scoops
No purifiers
No EM Mask
ExtEnd excludes: (0g)
DRIVES:
Jump=1 3/6, No avionics
Low Maintainence Jump drives
Maneuver=2G 8/16 Agility=0
Low Maintainence Maneuver drives
Speeds:
ATMOSPHERE MAX CRUISE
Vacc: 2,120kph/1,325mph 1,590kph/994mph
SENSORS:
A-EMS (Dist) x 1
P-EMS (IntPlnt) x 1
Radar (Plnt) x 1
Sensor scans: AOS=F AOP=F POS=R POP=- PES=S PEP=-
WEAPONS:
1 hardpoints; 0 occupied; batteries bearing 100 %
SCREENS:
DefDM= 2
CONTROL:
Computer=Model 1/fib x 3, Panels=Holographic Linked x 322
HUD holo x 1
Basic Env(heat/light
Basic LS (air/water)
Ext LS (food/recyc)
Airlock x 1
Grav plates
Inertial Comp
CREW:
Crew=1
Bridge=1
ACCOMMODATION:
Small stateroom x 1
OTHER:
Cargo=724Kl/53 tons, EMLevel=Faint
Fuel=315 Kl/23 tons, ObjSize=Average
One jump requires 135KL/10 tons of fuel
Anti-hijack:

HIGH GUARD:
1312?A1-000000-00000-0

TCJMPCC-ASMNGR-LEPMI-F
Weapons reflected are highest values.

Designed by SHIPS for Windows III v 16.33 on Tuesday, 7 August 2007

CRAFT ID:
Small Slow Trader
TL: 15
MCr26.413 (Merchant)
HULL:
90/225, Displacement=100, Config=3U,
Armour=40G (0), Loaded=502.55, Unloaded=-398.19
POWER:
1/2, Fusion-E=234.Mw Duration=720hrs/30 days
Extended Endurance=720hrs/30 days
No scoops
No purifiers
No EM Mask
ExtEnd excludes: (0g)
DRIVES:
Jump=1 3/6, No avionics
Low Maintainence Jump drives
Maneuver=1G 3/6 Agility=0
Low Maintainence Maneuver drives
Speeds:
ATMOSPHERE MAX CRUISE
Vacc: 1,200kph/750mph 900kph/563mph
SENSORS:
A-EMS (Dist) x 1
P-EMS (IntPlnt) x 1
Radar (Plnt) x 1
Sensor scans: AOS=F AOP=F POS=R POP=- PES=S PEP=-
WEAPONS:
1 hardpoints; 0 occupied; batteries bearing 100 %
SCREENS:
DefDM= 2
CONTROL:
Computer=Model 1/fib x 3, Panels=Holographic Linked x 250
HUD holo x 1
Basic Env(heat/light
Basic LS (air/water)
Ext LS (food/recyc)
Airlock x 1
Grav plates
Inertial Comp
CREW:
Crew=1
Bridge=1
ACCOMMODATION:
Small stateroom x 1
OTHER:
Cargo=884Kl/65 tons, EMLevel=Faint
Fuel=228 Kl/16 tons, ObjSize=Average
One jump requires 135KL/10 tons of fuel
Anti-hijack:

HIGH GUARD:
1311?A1-000000-00000-0

TCJMPCC-ASMNGR-LEPMI-F
Weapons reflected are highest values.

Designed by SHIPS for Windows III v 16.33 on Tuesday, 7 August 2007
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