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bulk cargo shipping ?

The dawn cracks over Jasper head. oops
Two (at least mistakes) on the charts.
I start the 35% at Jump 1 and did not take 20% discount for standard design.
Price Cargo/low 1350 High 13500, Middle/high double 10800

The A2 trader in t20 lite is profitable with 2 jumps a month.
Expenses
Mortgage 282,243.33
Mthly Maintenance 169.35
Yearly Maintenace(1/12) 2,822.43
Ship fuel, crew salary,life 29,150.00
Fuel jump 8,000.00
Passenger food/life 40,400.00
total worse case $333,635.11
Crew salary 25K, passenger 20 high and 4 low per trip (Crew hot bunks in the engine room, and bridge. No discount on food/life support)

Income
Cargo 175,500
Low pass 10,800
2 Single high 54,000
5 single middle 108,000
Total income 348,300
(crew bunks in thier room)
Profit/loss per month 14,664.89
If you can only get 4 single middle instead of 5
You lose about 7K.

Ok useing just the standard price You only make money on full cargo and low berth, 12 high pass and 1 middle.

So I will allow my players to charge the 35% fast fee if they think of it. Of course they have 400 dton with 100+ cargo.
 
Hey Jasper?

Try this on for size...

Figure out how much money a given ship can make at a "normal" shipping hub if it has 90% of its cargo capacity filled, and has only 70 to 90 of its largest passenger capacity filled.

From that, calculate how much the shipping company needs to charge assuming at most, a 3 to 5 percent markup over and above all expenses which include life support, fees, salaries, etc. Once you do that - have the crew be able to charge a variable amount for their tickets based on how good they are and how merchant savy they are.

I think what bothers me most about the Traveller Universe is that Jump 1 drives cost *AS* much as Jump 2 Drives do - pound for pound. For those shipping needs where shippers do not need to get their goods to the market under the fastest of conditions should be able to send it via Jump-1 ships that will take two or three months longer to ship than the other jump capable ships. The thing is, by making the engines cheaper, the Jump one slow ships can charge cheaper shipping prices.
 
Ok since I have the sheet still up on excell
2 jumps max
Total cost 344855.11 darn it forgot a field
haul need 362129.37 for 5%
90 cargo 80 % passengers 362750 almost break even
High passenger 11 double occ Price 9500
Cargo 58.5 1250cr
low 3 1250

same with middle passengers
Total cost 339,385.11 5% break even pt 356,354.37
At 1325 for cargon and low ou about 300 under the break even pt.
What do know if you use Morte prices
Middle double 8775 cargo/low 1350 you are over break even pt by about 3k. 359100

Ok it looks like Morte prices are at about 5 % breakeven pt.
with 10 high double 4 middle double you 85k + of bkpt
with 5 high single and 4 middle double
Lost on both money and bkpt. about 2 and 20K if this happens even with full load of cargo you miss your bkpt by 2K but still make money.

With 4 high and 6 double
Lose money on the bkpt (profit is about 2.5%) Tell the purser you need 2.5 tons of cargo to hit the break even.

With 3 high single and 8 double
no problem 8k over

with 3 high and 6 double middle and 1 middle
Loser even at 3% pick up 2.5 dtons to high 3%
and 3.5 dTons to hit 5%

With 2 high single 8 double
Loser at both bkpt but still making money. Either at 1 more middle, or at least 2.5 dtons to at least hit 3%

So it look like you need 80% passengers/cargo to make it work. And use speclative cargo to smooth out the line. But don't bet the bank on spec

Ok on 3 jumps a mth
as long you have 2 high&middle single and 3 low and 80% you 2.5 k over 5% a mth

So you could have a regular running service and still have a ship down for maintenance it looks like. So Tureka is making money but just not hand over fist on the off the line shipping routes and the regular runs % profit is hire even with broker fees.
 
However if Tureka bought the Ebon Rapturours 400 dTon Trader.
They lose money with jump 2 engines. And are tight with jump 3 engines.
 
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