Anyone else finding it's a bit too easy to make money with the trade rules in MGT?
With Broker 2 and a +2 mod from Int, the merchant in my campaign can expect 50% basic profit from each transaction in the trade system (expected roll of 10.5, call it 10, with +4 mod = expected purchase price of 80% base, expected sell price of 120% base, before other mods for trade classification etc.), which seems far too generous. E.g. with luxury goods (basic: 200 KCr), my crew could expect to make a profit of 80 KCr/ton. Or 190KCr / ton with the extra +4 mod for selling to a Rich world.
The only way to justify that kind of profitability would be extreme risk (pirates, misjump etc.) By the random encounters table, running into a pirate is a 1 in 108 chance, and only 1 in 216 for a pirate encounter you can't automatically escape from. I haven't calculated the probability of a misjump, but with any skill in the mix, it will be quite low.
I'm considering switching to something based on GURPS' Far Trader. Has anyone else tried this combination? I've simulated a few cargo runs, and it's giving more reasonable profit rates of c.KCr60 for a Free Trader per run. Which keeps the crew hungry enough to consider those "little jobs on the side", which is the way I want it!
With Broker 2 and a +2 mod from Int, the merchant in my campaign can expect 50% basic profit from each transaction in the trade system (expected roll of 10.5, call it 10, with +4 mod = expected purchase price of 80% base, expected sell price of 120% base, before other mods for trade classification etc.), which seems far too generous. E.g. with luxury goods (basic: 200 KCr), my crew could expect to make a profit of 80 KCr/ton. Or 190KCr / ton with the extra +4 mod for selling to a Rich world.
The only way to justify that kind of profitability would be extreme risk (pirates, misjump etc.) By the random encounters table, running into a pirate is a 1 in 108 chance, and only 1 in 216 for a pirate encounter you can't automatically escape from. I haven't calculated the probability of a misjump, but with any skill in the mix, it will be quite low.
I'm considering switching to something based on GURPS' Far Trader. Has anyone else tried this combination? I've simulated a few cargo runs, and it's giving more reasonable profit rates of c.KCr60 for a Free Trader per run. Which keeps the crew hungry enough to consider those "little jobs on the side", which is the way I want it!