The game mechanics emulate the same reality somewhat differently, because they reduce a complex situation to gamable simplicity differently. :devil:Okay, what are the differences?
Okay, what are the differences?
I trust Mongoose has properly considered the ramifications of this change and amended the cost of freight and passenger tickets accordingly.plankowner: all it says is they randomly drop you in the inner system.
MGT CRB p141, rc, ¶3When the ship exits Jump space after an accurate Jump, it tends to arrive close to the target world, but outside or on the verge of the hundred-diameter limit. Inaccurate Jumps just dump the ship somewhere in the inner system, requiring a long space flight.
Knowing, however, that the distances involved are several days for even inner system...
I trust Mongoose has properly considered the ramifications of this change and amended the cost of freight and passenger tickets accordingly.
Hans
No. I've posted a whole lot of math figuring out workable alternatives to the prices in book....
Fixing the Economics
But I hadn't accounted for the roughly 1-in-5 chance of adding another 1-2 days in-system travel. It's as low as 1-in-36 for even the most elite... once every 1.5 years MTBE...
And without more specifics, one can't figure out just what they mean into a number of days.
I really didn't think I needed to add a smiley to that remark. I was being sardonic, trying to convey the opinion that making that sort of changes without taking the ramifications into account was bad world-building[*].Rancke2 said:I trust Mongoose has properly considered the ramifications of this change and amended the cost of freight and passenger tickets accordingly.
No.
most cargos will move at J2 if not perishable nor time essential. It's the cheapest
Pretty much, only people and high value perishable foods (say, caviar and its ilk) will get J6. (and a dTon of caviar is 10 metric tons... and at roughly KCr1 per kilogram already, adding KCr100 per dTon is adding KCr10 per mass-ton, or KCr0.1 per J6... if there's a market, it can make several jumps profitably before exceeding the "still in the market" range.
Depending on what assumptions you choose, J2 may be cheaper than J3 or J3 may be cheaper than J2. In any case the costs are quite close together, and what is cheapest also depends on the astrography. Over a three-parsec distances, for example, J3 would be a lot cheaper than J2. Across a four parsec gap J4 would be cheapest.most cargos will move at J2 if not perishable nor time essential. It's the cheapest.
Ignoring power plant fuel doesn't make much difference at J1 and J2, but it helps quite a bit at J5 and J6.Makes sense. I guess the simplest way if one wanted to make more economical would be to lower the J-fuel % requirements.
Ignoring power plant fuel doesn't make much difference at J1 and J2, but it helps quite a bit at J5 and J6.
Hans
No, I mean power plant fuel. According to HG, the minimum power plant size is equal to the jump drive rating. Quite often it will be a bit bigger. Power plants consume 1% of the ship's tonnage per power plant rating in 4 weeks (which is a ridiculously low efficiency), which means it has to set aside that much of its tonnage for a power plant fuel tank. A jump-1 design has a payload of 50 or 60%. Reducing that by one or two percentage points doesn't make a big difference. A jump-6 ship, OTOH, has a payload of less than 20%. Reducing that by six or seven percentage points makes a big difference to its capacity.Do you mean Jump fuel? @J2 it depends on the ship size...
How's that? MGT also require tons of fuel per 2 weeks to run the power plants.At least MGT tried to address. CT was oblivious...
No, I mean power plant fuel.
How's that? MGT also require tons of fuel per 2 weeks to run the power plants.
Hans
Let me clue you in, then: It was a suggestion of a simpler way to improve economics (at least for higher jumps) than to change a basic feature of all Traveller versions[*].Well, I listed J-fuel. So, don't have a clue why you responded with PP Fuel.
I'm more worried about how I could possibly think you were talking about lowering the jump fuel requirements when you were actually talking about per parsec costs.Umm, MGT addressed the issue of passengers & cargo costing MORE to be taken MORE than one parsec. Something CT never addressed. And, the subject of what I was talking about. So, don't worry about "bashing" MGT, worry more about looking like you haven't studied the rule set... :devil: