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Old August 14th, 2013, 11:32 AM
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Default An idea for 'Fortunate Son' Maintenance

The captain asked about affordable repairs that we might make in port (in the In-Character topic) and the terrific description of the ship's condition got me thinking ...

We know that 'Annual Maintenance' costs 1/1000 of the total cost of the ship, so what if we assume that each component listed in Ship Design costs 1/1000 of it's total cost for annual maintenance.

So I compiled a best guess list of everything in the ship and its annual maintenance cost. Then using the data presented so far on the ship's condition, I calculated which items were up to date, which items had some maintenance but were still not 100% and which items were long overdue on maintenance.

Then I made some back-of-the-envelope assumptions and calculations ...
1. Annual Maintenance cost is 1/3 new parts, so there is no option but to buy the parts.
2. Annual Maintenance cost is 2/3 labor at 1 hour of labor per 2000 credits of labor cost at a drydock (where the professionals have lots of experience and special tools to make the job faster) or twice as much time for a ship's crew working without a drydock.
From this I calculated costs for parts and time for labor for the crew to do the repairs.

So I just wanted the Ref to look over the proposal and bless or change some of the data before I introduce it into the in-character response from Max to the Captain.

[Any and all comments welcome: The goal is to create a framework to hang roleplaying and world to world adventures from.]
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  #72  
Old August 14th, 2013, 01:13 PM
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I posted this last week but got no reply. I'm working now on the load of spec cargo that Fortunate Son is now carrying, and various things that will be available for purchase on Devonia.

Again, if any of you have experience with these trade rules (see list in previous post above), please advise!
I don't have much besides the LBB's. I always liked the original trade rules. I thought that, with the rest of the starship economics, and starship encounter tables, they made a cogent whole. I would recommend you just add one or two throws to see if we get a spec cargo, and then maybe if we ever get onto the 6x's of the table, adn use it. My .02Cr ....

I found LBB7 to be an antiseptic pain in the fourth-point-of-contact.
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Old August 14th, 2013, 01:23 PM
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From this I calculated costs for parts and time for labor for the crew to do the repairs.

So I just wanted the Ref to look over the proposal and bless or change some of the data before I introduce it into the in-character response from Max to the Captain.

[Any and all comments welcome: The goal is to create a framework to hang roleplaying and world to world adventures from.]
This looks great to me. It (or some modification of it) gives Max and Henry something to work off of.

Also, and this is a GM's call, it would be interesting to know how many of the man-hours could be done before the parts are purchased, and whether some of the parts may be on hand.
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Old August 14th, 2013, 01:30 PM
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I likewise think the originals worked fine, especially for the generic bulk cargoes that were to fill the hold. The system is geared towards speculative dargo being the path to adventure and riches anyway, and that relies on detail from the ref anyway to make it work. JTAS has an article or three fleshing out both types of cargo but I can't look that up till later today.

IMTU games I generally linked spec cargo to patrons and adventure seeds, with only a few mixed in that were randomly generated to add variety for players to gamble with. Thats my sugesstion: use the simpler rules to generate bulk loads and incidental cargo, and the adventure generate the more interesting and important stuff so you can concentrate your efforts on those.
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Old August 14th, 2013, 01:32 PM
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Originally Posted by samuelvss View Post
and whether some of the parts may be on hand.
Or, how many could be fabricated onboard.
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Old August 14th, 2013, 01:39 PM
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Originally Posted by samuelvss View Post
This looks great to me. It (or some modification of it) gives Max and Henry something to work off of.

Also, and this is a GM's call, it would be interesting to know how many of the man-hours could be done before the parts are purchased, and whether some of the parts may be on hand.
LBB2 has a section on spare parts and what the ship would probably have avsilable at any one time. This ship may be old and well-used, but not wholly neglected by the crew. If only out of self-interest there should be enough parts for basic maintenance. It's the gear that is searing out and needs to have fresh duct tape applied that we need details on.
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Old August 14th, 2013, 01:52 PM
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Or, how many could be fabricated onboard.
With attendant increases in manhours, and throws for availability of tools/stock and for the fabrication task itself.
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Old August 14th, 2013, 02:01 PM
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Originally Posted by atpollard View Post
[Any and all comments welcome: The goal is to create a framework to hang roleplaying and world to world adventures from.]
Why the spots that don't match a multiple of years? I would treat the maintenance/repair costs as a discrete unit (heh - I know, it's not *my* money!) for each year, not allowing them to be chopped into smaller units. (That's how it works with my car - I don't get to spend $30 every week to keep it in tip-top shape, I have to wait for the sensor/motor/belt/doohickey/thingamajig to actually break, then replace the thing.)
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Old August 14th, 2013, 02:39 PM
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Originally Posted by Fritz_Brown View Post
Fortunately, LBB7 also lists (in the text) possible cargoes - without giving the referee any specific help, of course.
Yeah, I re-read that several times, trying to find a connection that wasn't there. Apparently it is just suggested color for the GM to use, with no game effect.
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Old August 14th, 2013, 02:43 PM
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Originally Posted by sabredog View Post
IMTU games I generally linked spec cargo to patrons and adventure seeds, with only a few mixed in that were randomly generated to add variety for players to gamble with.
That's what I have done so far w some of the seeds that I have ready for y'all, coming up with some cargos that work in terms of the story or getting connected to particular NPCs or groups.

I was just looking for some rules to help determine what could be reasonable for prices and profits and so forth, to allow y'all to make decisions like "We should take this cargo to Planet A instead of Planet B bc we could make X% more" rather than just "It looks like the GM wants us to take this cargo to Planet C". Y'all asked for mostly sandbox play, meaning that I am trying to create opportunities and let you decide rather than setting up railroad plots that you have to follow.

EDIT: Oops, lost part of it:
Quote:
Originally Posted by sabredog View Post
Thats my suggestion: use the simpler rules to generate bulk loads and incidental cargo, and the adventure generate the more interesting and important stuff so you can concentrate your efforts on those.
I guess I'll make do somehow. One of the things I was looking for was the effect that Kalos's Trader and Broker skills should have on things. I have always heard that they are broken and allow money-machines, and looking at LBB7 I can see that. Yet they are skills that reasonably belong in the game and should have some effect - just not exactly the way they are described in LBB7.
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A: Helium, Neon, Argon, Krypton, Xenon, and Radon


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Last edited by SpaceBadger; August 14th, 2013 at 03:06 PM..
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