I'm experimenting with stage effects etcetera to build a truly awfulfreighter. A fright of a freighter. The cheapest means possible of moving cargo from high-port to high-port, with the least attention possible to creature comforts. A cramped bridge, minimal crew housing, blind as a bat and undergunned and understaffed.
The governing tech is 9. I'm going with a cluster config 200 ton hull, which already is doing nicely at keeping costs down.
I see that at the same tech, you have both alternate (x1 cost, 100% efficiency) and basic (90% efficiency, 1.1 fuel, half cost.)
How does one interpret 90% efficiency in terms of jump? Not capable of making a parsec, microjumps only?
It's obvious that I could go with Alternate P and J and skimp on the M drive, but what happens if you go with the 100% jump and a 90% power plant? The bean-counters want to know!
You think this is bad, wait until I get to the crew quarters.
Ideally, we're looking for a jump ship that
A) carries more than a free trader
b) at ship's boat budgets
c) with all the comforts of a rescue ball.
The governing tech is 9. I'm going with a cluster config 200 ton hull, which already is doing nicely at keeping costs down.
I see that at the same tech, you have both alternate (x1 cost, 100% efficiency) and basic (90% efficiency, 1.1 fuel, half cost.)
How does one interpret 90% efficiency in terms of jump? Not capable of making a parsec, microjumps only?
It's obvious that I could go with Alternate P and J and skimp on the M drive, but what happens if you go with the 100% jump and a 90% power plant? The bean-counters want to know!
You think this is bad, wait until I get to the crew quarters.
Ideally, we're looking for a jump ship that
A) carries more than a free trader
b) at ship's boat budgets
c) with all the comforts of a rescue ball.