Badenov
SOC-13
Well, I started with the ship, also, but I already had that nearly complete, including mortgage costs, fees, salaries and such, just sitting and waiting for a mission.The Regina to Equus route? No.
I work things from the other direction ... starting with the starship.![]()
Why 13 months? Now I do the year this way: break the year into weeks. 2 weeks to jump and do business on a planet, then jump out. That's 48 weeks or 24 jumps per year, plus 4 weeks to do annual maintenance for a 52-week year. 12 mortgate payments, because those are monthly, so the cost vs expense actually works out to 2 opportunities for income per payment cycle and monthly expenses. I don't know any ticket route that makes money unless you have what amounts to a local agent who's rolling daily for passengers while the ship is en route. Then you can get enough passengers to cover your costs.I "annualize" all of the anticipated expenses (13 months of crew salaries, 12 months of mortgage payments if applicable, annual overhaul maintenance expenses, life support overhead expenses, berthing fees based on the number of destinations visited during the year, total annual fuel costs based on anticipated scenarios, etc.) ... and once I have the total EXPENSES for an entire year that the starship's operations need to finance, I simply divide that total by the number of jumps I'd expect that starship to make in 1 year. After dividing by the number of jumps to amortize all of those expenses across, I can then determine a "break even" point for revenues (mainly passenger and freight tickets) that will show what kind of MINIMUM ticket sales will be needed in order to "break even" at every destination the starship does business at during a year.
I can do that, too. Sometimes I take the monthly costs, divide by two, and then divide by my cargo tonnage, and that's the credits per ton I need to break even. There's some configurations where that's less than 1000 Cr/ton (for Jump 1 routes), those ships can run consignment freight. Few ships can, though. I will often wrtite it as a formula, 800+200*Jump number, and so I can see if a ship that won't run at one Jn will run at another.I can then compare that "break even" point (in Cr per destination) to the starship's revenue tonnage capacity (passengers and cargo) to determine IF a 100% full manifest can exceed the "break even" point, thereby generating profits on ticket sales alone. The follow up question then becomes ... what fraction of a full manifest comes closest to the "break even" point? And it's that fraction of a full manifest amount that determines how much ticket sales business you need to drum up at every starport in order to be consistently profitable over the course of a year. You can also use that amount of ticket sales revenues to help determine the "you must be this high to ride this ride" expectations for how LOW you can go on the UWP Population code and still have a reasonable expectation of getting ENOUGH ticket revenues to defray your operating expenses.
See the above permanent ticket agent trick. But otherwise I have a problem making pure passenger liners profitable. Most routes don't have a huge number of passengers available.Starships which need "a lot of ticket sales" in order to remain profitable will therefore have to gravitate towards higher population mainworlds, just in order to avoid falling behind and operating at a loss/move towards bankruptcy. Starships that are "leaner" in their operational expenses per starport are able to survive (and thrive?) servicing the lower end world markets that other merchants can only go to and make a loss on the voyage ... so there's a set of evolutionary "niche" roles to be had out there.
Mail runs are hard to ensure, though you can get it to 4+ or 5+ with a high military or scout muster-out rank. (In MgT1, the version I'm more familiar with), and at 25000 a run x 24 runs per year, that'a an annual take of 600,000 per year. Not bad for a supplement, but it won't cover the full cost for a year of ship unless you own it outright already.The low end "courier" starships that can cover their ENTIRE operational expenses on an annualized basis just by delivering X-Mail @ Cr25,000 per delivery in revenues ... may be "bottom feeders" in terms of the volume of trade that they can do, but they can go ANYWHERE and STILL MAKE A PROFIT on the trip. You just need to have "the right kind of starship" to be able to pull it off, with expenses "low enough to limbo" under that Cr25,000 per delivery in revenues threshold and still make a profit.
Spoiler alert: minimal crew salaries + life support expenses are CRITICAL for being "guaranteed successful" in the X-Mail delivery game.
In that regard, you're mainly not competing unless your GM has rules about competitors stealing your cargo or passengers. You roll completely on your own, with no penalry for others in port.When you're guaranteed Cr25,000 in revenue upon arrival at ANY type A-E starport and that's "enough" to make a profit on the trip all by itself ... any remaining revenue tonnage you've got just becomes "gravy" for padding your profit margin. Ideally speaking, you'd want to have enough cargo hold capacity to "dabble" in speculative goods arbitrage (from time to time) so as to be able score some SERIOUS windfall profits, should any opportunities fall into your lap. The freedom to GO ANYWHERE PROFITABLY, including places your competitors wouldn't jump to (unless you paid them, in advance) then lets your operation "corner the market" in the penny-ante low population backwater worlds in ways that you can leverage to your own advantage because YOUR starship class design offers an "evolutionary advantage" that others cannot match.
Yes, but as soon as the number of worlds gets too many to consider, I get lost. I don't know the game well enough that I can glance at a UWP and know if my gargo will make a profit there.In a lot of ways, the real test of a merchant ACS design is not how "big" of a load of revenue tonnage can it carry ... but more a question of how "little" revenue tonnage does it "need" to carry in ticket sales in order to stay profitable ... and then ask how "easy" that task would be at various UWP Population coded worlds. The name of the game (for the independent free trader) is to have a starship that lets you "go low" on UWP Population codes and STILL have a better than average chance at making those voyages profitably. Guarantees are "nice to have" but not strictly necessary ... especially if you're working a region of space with a variety of Trade Codes to maximize your speculative goods arbitrage opportunities.
So I start with the starship class, work out what it can do (business-wise), what it HAS TO DO in order to remain profitable (on the regular) ... and then figure out what mainworld population "densities" are necessary in order to be able to sustain that kind of "demand" for interstellar transport service tickets (and if that expectation is reasonable). I don't need guarantees of success, just an idea of what the odds are for success ... and then figure out how to "skew" those odds most heavily in my own favor.![]()
So I have the first part under control. It's the second part that's slow and unweildy for me.
