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The Fleet Ship designs, strategies, and tactics.

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  #131  
Old Today, 09:33 AM
Proneutron Proneutron is offline
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Originally Posted by boomslang View Post
A 1000-dt freighter makes a poor target for hijacking and subsequent repurposing as corsair mothership if it has finicky fuel requirements and therefore a limited number of starports that can support its long-term operation.
If I have a hijacked ship (no loan payments) I'll use a small amount of cargo space for processors.
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  #132  
Old Today, 01:16 PM
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Originally Posted by Grav_Moped View Post
So that's what the extra space in the Fat Trader's drive bay is for... a fuel purifier. Or maybe that's why it has oversize drives? LOL.
I think the deal with the Fat Trader is a compromise. At 400dt, it is technically too small to generally qualify for a subsidy (restricted to 600dt and up, as per the LBB), and most financers realize that it will end up leaving its fixed route in favor of going Trading once it is paid off. Thus, the demountable tank fittings as built: the trader is expected to plan ahead and arrive already carrying the Jump fuel necessary to safely depart any low-rated-starport world they seek to visit.

In practice, collapsible tanks would make even more sense (so one can free up the extra hold space upon making planetfall), but they had not been thought of yet when S7 was written, I guess. Easy-enough retrofit.

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The milspec drives thing seems arbitrary (no cost or extra space, but PCs can't buy it?)
There is no explicit prohibition in the rules. Given that civilians can arm their vessels to the teeth, I see no implicit objection to buying decent drives as well. Ditto sensors, with the same caveats for Traders versus Subbies with respect to avoiding or deterring piracy, respectively. "What's good for the goose..."

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* Justifiable exploit of the power-down rule from JTAS#14/TCS, plus slicing the monthly power plant fuel requirement into weeks. (Yeah, it's my personal dead horse and I'll beat it if I want to.)
I rely upon the fuel use table in Beltstrike, because it is both realistic and simple. Just assume that power plants operate in standby mode during Jump, since the j-drive is doing the actual work and the plant is merely regulating at that level (as per BT). You can really improve your power plant endurance that way, and it produces a result consistent across all hull and drive sizes.
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  #133  
Old Today, 03:22 PM
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In a game I played in long ago players did this on a few planets on a good route. I believe they did this by upgrading the existing fueling facility of the Class C by purchasing some fuel processors and a storage tank and constructing the little out building themselves. In exchange for allowing the small space needed at the port and hook ups to the unrefined fuel supply the port was allowed to use & sell the refined fuel. The PCs ship had priority access. The Port maintained the equipment as they made the profit.
Which begs the question of why this isn't done on every world...
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  #134  
Old Today, 04:03 PM
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Originally Posted by mike wightman View Post
Which begs the question of why this isn't done on every world...
Megacorp payoffs through Imperial nobility to the local governments to outlaw it, most likely (he said, cynically).

Looks like an excellent business opportunity slash adventure hook to me: Fuelwar as a variation on Tradewar. Anyone looking score some Black Market Hydrogen?

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  #135  
Old Today, 04:36 PM
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Which begs the question of why this isn't done on every world...
Because our group didn't have time?
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  #136  
Old Today, 06:04 PM
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Originally Posted by boomslang View Post
I think the deal with the Fat Trader is a compromise. At 400dt, it is technically too small to generally qualify for a subsidy (restricted to 600dt and up, as per the LBB), and most financers realize that it will end up leaving its fixed route in favor of going Trading once it is paid off. Thus, the demountable tank fittings as built: the trader is expected to plan ahead and arrive already carrying the Jump fuel necessary to safely depart any low-rated-starport world they seek to visit.

In practice, collapsible tanks would make even more sense (so one can free up the extra hold space upon making planetfall), but they had not been thought of yet when S7 was written, I guess. Easy-enough retrofit.
....

I rely upon the fuel use table in Beltstrike, because it is both realistic and simple. Just assume that power plants operate in standby mode during Jump, since the j-drive is doing the actual work and the plant is merely regulating at that level (as per BT). You can really improve your power plant endurance that way, and it produces a result consistent across all hull and drive sizes.
It looks to me like they created the Fat Trader and Sub Liner because they were good RPG platforms (or useful in RPG settings) rather than because they were economically viable. The subsidization mechanic was included because those ships weren't actually economically viable, and they wanted cargo rules to stay simple. In that light, the Standard Hulls (in the lower end of the range) serve to enable viable merchant ships by reducing ship cost without having to rewrite drive costs and performance stats across the board.

I like the idea of requiring demountable -- or, especially, collapsible -- tanks to bypass bad fuel stops. Proneutron's "Ok then, we'll build our own truck stops!" idea makes for a fun campaign concept too.

Beltstrike's fuel rules work well enough, and I can see using them.

My own take is that the powerplant runs at Pn=Jn for 9/10 of a week to keep the ship in Jump Space, then shuts down. The Jump field (other than in a misjump) collapses on its own schedule (the +/- 10% variation). Cutting power to the jump field early is risky, and letting the field collapse by itself once you realize you're stuck in Jump Space longer than a week is also risky -- you wait a week then power it down again and see if you get out that time. Repeat until out of Jump Space or out of fuel, whichever comes first.
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  #137  
Old Today, 06:54 PM
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New thread to continue the misjump side-discussion here.
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