Experimenting More with Solitaire
So, yeah: been playing the Trading Game, as a way of experimenting with MTU and stretching it some.
What I've been experiencing is that a merchant with a ship and any kind of admin/bribery skill at all is going to make hand over fist unless he does something really stupid, which last generally consists of taking his ship anywhere but an A or B port. Doing otherwise (unless one is lenient about type A or R ships using unrefined fuel, and I'm not) leads to the three big crash landings:
1. Misjump into an empty hex, everybody dies
2. Drives fail expensively from unrefined fuel, captain's broke, ship's repossessed
3. Pirate takes ship, captain & crew takes a walk in vacuum, everybody dies
Generally, none of these things happen to captains who stick to A&B ports.
Even considering difficulties moving spec cargo across starport lines, my intrepid merchant has been able to pay down a Subsidized Merchant without a subsidy, and has money set aside for what is essentially a customized 600 ton liner. His old crew are going to be able to put a down payment on the old ship (still quite new, actually) with their percentage of the ship's shares. They're all fabulously wealthy.
It seems to me there should have been more, I don't know, competition?
In civilized ports, it seems unlikely that even thoroughly hostile competing merchantmen will open fire: In C-D-E ports I envision no such circumspection, and there have been a few exchanges of fire along those lines... but might the crew/company of a competing firm make things more difficult planetside on the A and B port -worlds as well? Onworld encounters should have more of an effect on how successful a merchant is in securing cargo. I need to be more systematic about that. Just because a cargo is available for purchase on spec, doesn't mean you can automatically get it. The next phase of my intrepid captain's adventures is going to be a little more rigorous that way.
So a ship hits system:
What I've been experiencing is that a merchant with a ship and any kind of admin/bribery skill at all is going to make hand over fist unless he does something really stupid, which last generally consists of taking his ship anywhere but an A or B port. Doing otherwise (unless one is lenient about type A or R ships using unrefined fuel, and I'm not) leads to the three big crash landings:
1. Misjump into an empty hex, everybody dies
2. Drives fail expensively from unrefined fuel, captain's broke, ship's repossessed
3. Pirate takes ship, captain & crew takes a walk in vacuum, everybody dies
Generally, none of these things happen to captains who stick to A&B ports.
Even considering difficulties moving spec cargo across starport lines, my intrepid merchant has been able to pay down a Subsidized Merchant without a subsidy, and has money set aside for what is essentially a customized 600 ton liner. His old crew are going to be able to put a down payment on the old ship (still quite new, actually) with their percentage of the ship's shares. They're all fabulously wealthy.
It seems to me there should have been more, I don't know, competition?
In civilized ports, it seems unlikely that even thoroughly hostile competing merchantmen will open fire: In C-D-E ports I envision no such circumspection, and there have been a few exchanges of fire along those lines... but might the crew/company of a competing firm make things more difficult planetside on the A and B port -worlds as well? Onworld encounters should have more of an effect on how successful a merchant is in securing cargo. I need to be more systematic about that. Just because a cargo is available for purchase on spec, doesn't mean you can automatically get it. The next phase of my intrepid captain's adventures is going to be a little more rigorous that way.
So a ship hits system:
- Day 1: Jump insystem, Starport
- check for drive malfunction (if necessary)
- check for ship encounter
- If using broker for sale of cargo, process sales; OTHERWISE:
- check law for customs to get cargo cleared for onworld sale
- roll for encounter (1D, 5-6)
- if encounter, roll reaction and resolve as appropriate.
- arrange for refueling, supplies
- Day 2 +
- Check law (or bribe, esp. if packing illegal heat)
- Seek buyers for cargo (8+, street or admin apply, use patron table for specifics)
- Seek cargo for purchase (8+, street or admin apply, use patron table for specifics)
(In other words, if you don't look you don't find; after 1st, roll is 13+) - roll for encounter (1D, 5-6)
- if encounter, roll reaction and resolve as appropriate.
- Launch Day -2
- transport cargo to starport
- roll for encounter (1D, 5-6)
- if encounter, roll reaction and resolve as appropriate.
- Check law for customs to clear cargo for export
- load ship
- Launch Day -1
- arrange cargo
- arrange passengers
- Launch
- check for drive malfunction (if necessary)
- check for ship encounter
- check for hijack attempt / resolve
- jump (check for misjump)