Tuesday, April 17, 2012

IMTU: Waypoint Base

This is the first ship to travel to Bernard Star as of ISW22 The Jump Drive, it has enough jump capability to Jump 4 times. This means it can jump to Brown Dwarf, and the next star system in ~1 parsec range and jump back 2 to Sol System. It will take a while to refuel and though, and this ship is really meant to collect as much data as possible. This is not the star leaper, it could be one of the many other ships used by the other great nation states: like China, India, Germany, or Pacific Rim etc...

Its the largest ship that can be built with the technology base. It has enough space for a accompanying 400dton ship which I have yet to figure out. I was thinking a ship that can do planet fall.  It has supplies for a year with the addition of $822M of supplies. It has some missiles and autocannons to shoot down straying projectiles that this very bulky ship can't dodge. The missiles racks are for probes.

In ISW 2170 this would be a living museum but its pretty interesting dressing in the era.


TL9 4,000 Dton Waypoint Base
Tech Level: 9
Hull: 4,000-dton Dispersed Hull, dDR 10 armor.
Systems: 10 Maneuver Drive, Command Bridge, Model-9 Sensors (Scan 22), 2 Workshops, 1 Labratory, 1 Survey Module, 1600 Dton Hangar Bay (for 400dton ship, 10 Fuel Skimmers, and 5 Ships Boats), 15 Light Turret, 24 Assault Cannon 25mmCL, 6 Missile Racks (for probes), 15 Fission Power Plant, Cargo 1,844dtons.

Statistics: Emass 1,864 tons, Lmass 9,000 tons, Cost M$1,900, SM +11, Asig +11, Hull dHP 62, 120 Life Support, sAccel 0.2G, Jump-1 Capability (capable of 4 jumps), 600mph.

Crew: Command Section (6 officers, 3 Petty officers, 3 Crewman). Flight Command (15 Officers, 15 Crewmen), Engineering (3 officers, 5 Petty, 16 crewmen), Gunnery Section (2 Officers, 5 petty, 9 crewmen), Maintenance (1 officer, 2 petty, 7 crewmen), Flight Section (1 officer, 1 crewman), Life Support (1 officer, 1 petty, 1 crewman), general Services (1 officer, 1 petty, 2 crewmen), Medical (1 petty, 1 crewman), Specialists (3 officers, 1 petty, 1 crewman). Total 33 officers, 20 petty officers, 55 crewmen.


TL9 1,000 Dton Fuel Skimmer
Tech Level: 9
Hull: 300-dton Airframe Needle/Wedge Hull, dDR 10 armor.
Systems: 1 Maneuver Drive, Large Cockpit, Model-0 Sensors (Scan 12), 1 Fuel Processor, 15-1/2 Fuel Tanks, 5 Fission Power Plant, Cargo none.

Statistics: Emass 154 tons, Lmass 170 tons, Cost M$65, SM +7, Asig +7, Hull dHP 27, 2 Temporarly Life Support, sAccel 1.2G, No Jump Capability, 2,700mph.

Crew: Command Section (1 officer). Total 1 Officer.

Monday, April 16, 2012

IMTU: abbrevations for ships and squadron composition

Part of my detailing IMTU:ISW setting. I wanted to paint a more detailed picture of current circumstance and the past. My idea for the game is nothing new, I want to focus from the Terran perspective. Characters can live up to 100years and have the generational epic, with the future historical feel found in the Foundation and done in Legend of Galactic Heroes


Ideally I want to narrate from the Present, and the generation of my son (who is 14 mo. old) and how he ages into the Intrastellar Era of humanity, towards the Interstellar Era. 


Traveller warships TL10
Borrowed heavily from honorverse and using JTAS: The Imperial Navy in a 4th Edition GURPS Campaign Part I by Mark Gellis August 11, 2009.


This is my initial sketch, will update during the week...


SC —- Small Craft [no jump capability]
SCFL —- Light Fighter (10dtons)
SCFH —- Heavy Fighter (20-50dtons)


System Defense No jump capability
SDB —- System Defense Boat (400dtons)
SDDD —- System Defense Destroyer (2000dtons)
SDCR —- System Defense Cruiser (5000dtons)
SDBB —- System Defense Battleship (10,000dtons)
SDCC —- System Defense Carrier (20,000dtons)
SDDN —- System Defense Dreadnaught (20,000dtons)


Destroyers
Destroyers maxed out turret point defense, accel +5G
DDL —-  Light Destroyer (1k)
DD —- Destroyer (2k)
DDH —- Heavy Destroyer (3k)


Cruisers
  • All cruisers are capable of +4G accel and wilderness refueling
  • They are always accompanied by the maximum amount of marines per dton.
  • Cruisers have small craft enough for boarding
CRP —- Patrol Cruiser (400dtons)
CRF —- Frigate (1k)
CRV —- Corvette (2k)
CRL —- Light Cruiser (3k)
CR —- Cruiser (5k)
CRCC —- Carrier Cruiser (10k)


Battleships
  • Battleships have 80% turrets on bay or spinal mount weapons
  • Battleships have at least 4G accel
  • Battleship have redundant command stations
  • dDR is at 400
BBCR —- Battlecruiser (20k)
BB —- Battleship (30k)


Carriers
  • All carriers carry at least 80 fighters
  • 80% Turret slots are for Point Defense, 20% for missile racks using special armament. 
CRCC —- Carrier Cruiser (10k)
CC —- Carrier (20k)
CCS —- Super Carrier (50k)


Dreadnaught
  • Dreadnaughts have at least 700dDR,
  • Redundant Command stations
DN —- Dreadnought  (20k)
DNS —- Superdreadnought (50k)


Auxiliary
  • All Auxiliary are capable of Wilderness refueling (with fuel skimmers)
  • Has x10 the amount of workshops and sickbays
  • Has x2.5 the amount of crew it needs,
  • always accompanied by marines
  • Carries 20stons per dton of cargo in supplies
AAS —- Super Auxiliary (50k)
AAH —- Heavy Auxiliary (30k)
AA —- Auxiliary Ship (20k)
AACR —- Auxiliary Cruiser (10k)


SECTOR FLEET —-
1 DN squadron (2 DNS, 2 CCS, 4 DN)
1 BB squadron  (2 BB, 2 CC, 4 CRBB)
2 AAS squadron (2 AAS, 2 AACR, 4 CR)
4 CR squadron (2 CR, 2 CRBB, 4 CRL)


SUB SECTOR FLEET —-
2 CR squadron (2 CR, 2 BBCR, 4 CRL)
2 AA squadron (2 AACR, 2 DD, 4 CRF)
4 DDH squadron (2 DDH, 2 DD, 4 DDL)


SYSTEM DEFENSE SQUADRON —-
SDD squadron (2 SDDD, 6 SDB)


Other Squadrons
AAH squadron (2 AAH, 2 AACR, 4 CRL)
AA squadron (2 AA, 2 AACR, 4 CRL)
AACR squadron (2 AACR, 2 CRL, 2 CRV)
CRL squadron (2 CRL, 2 CRV, 4 CRF)
CRV squadron (2 CRV, 2 CRF, 4 DDL)


TL1O Economic Doctrine
FFM —-  Mega Freighter 50,000dtons
FFS —-  Super Freighter 20,000dtons
FFH —-  Heavy Freighter 10,000dtons
FF —- Medium Freighter 5,000dtons
FFL —- Light Freighter 2,000dtons
TH —- Heavy Trader 1,000dtons
TT —- Trader 800dtons
MM —- Merchantman 200-400dtons
CU —- Courier 100dtons


TL9 Interstellar Economic Doctrine
FFM —-  Mega Freighter 4000dtons (diffused hull)
FFH —-  Heavy Freighter 2000dtons (diffused hull)
FF —- Light Freighter 1000dtons
MH —- Heavy Merchantman 400dtons
MM —- Merchantman 200
CU —- Courier 100dtons



TL9 Early Intrastellar Economic Doctrine
same as above but accel averages at 0.2G (the amount of the relative cargo space to tonnage).

Sunday, April 15, 2012

GURPS Traveller: Interstellar War TL9 Carrier with Small Craft

Below is a 2000Dton Carrier coming TL9. It is capable of 2 Jumps at Jump-1. The extra jump is for escape, it is not used if it cannot be helped. Because Terra is still working on a Jump-2, the jump comes in handy getting into 2 pasec systems when there is a friendly waiting on the other side.


It has a very conservative and early doctrine. It is not meant to go against the Vilani Imperium, but it can stand very well against a pirate fleet. Its missile volume is only 15+80.

Carriers are not meant to travel alone, at the least they have another Carrier and an escort of 4 TL9 Destoryers, and at least 2 Cruisers. Carriers and Escorts (2 CC, 2 CR, 4 DD). Wartime organization, its 2CC, 2BB, 4 DD with 2 DD Squadrons. 

The extra jump is so that when you go inbound into a system, you don't get trapped. I think given how the logistics of the Jump rules work many warships will need to be 2 jumps capable.


Disclaimer: the spreadsheet tool I made is pretty much my tinkering so sorry in advance for the inaccuracies. I will update all my work and put date stamps so that you know if it incorporates the newest corrections.

Date 4-18-2012
TL9 2,000Dton Carrier
Tech Level: 9
Hull: 2,000-dton Stealthed Streamlined Cylinder hull, dDR 40 armor.
Systems: 35 Maneuver Drive, 40 Jump Drive, 400 Fuel Tanks (capable of 2 jumps), 8 Fuel Processors (2.5 dtons per hour; 20 hours to full), Command Bridge, Model-9 Sensors (Scan 22), 15 Light Turrets ( 15 Heavy Missile Array, 30 ETC Assault Cannon 25mmCL), 920Dtons Hangar (40 Terran Missile Fighter TL9, 3 Ship Boats TL9), Vehicle Bay (35 Life Pods), 111-1/2 Fission Power Plant/TL9, 1 Luxury Stateroom, 40 Staterooms, 1 Survey Module, 1 Labratory, 6 Bunkrooms, 2 Workshop, 2 Sickbay, 168-1/2 Cargo.

Statistics: Emass 1,937 tons, Lmass 7,032 tons, Cost M$2,100, SM +10, Asig +5, Hull dHP 68, Life Support 132, sAccel 1.0 G, Jump-1 (1-parsec range), Top Air Speed 655 mph.

Crew: Command Section (6 officers, 2 Petty officers, 2 Crewmen), Fight Command Section (43 officer, 3 crewman), Engineering (4 officer, 8 petty officer, 38 Crewmen), Maintenance (1 officer, 1 petty officer, 3 Crewman), Flight Section (1 officer, 2 petty, 2 crewmen), Gunnery Section (2 officer, 5 petty officer, 9 Crewmen), General Service (1 officer, 1 petty officer, 2 Crewmen), Medical Section (1 petty officer, 1 Crewmen), Specialists Scientist (3 officers, 1 Petty, 1 Crewman). Total 62 officers, 22 petty officer, 50 crewman.



Total Cost of Manpower
Officers
62
$5,000
$7,440,000
Petty
22
$4,250
$2,244,000
Crewmen
50
$3,500
$4,200,000




Total
$13,884,000






Annual Maintenance
$2.1 M
Annual interest Payments (2%)
$87.9 M
Depreciation
$20.8 M
Manpower
$13.9 M
Equipment Depreciation
$23.0 M
Annual Cost to Maintain
$147.7 M


Note:
additional cost of supplies and small craft: $2,315M
  • Cargo includes
  • 4200 rounds of ammunition
  • 350 Missiles
  • 365 Days of food for 132 people

To be Updated
TL9 10Dton Missile Fighter
Tech Level: 9
Hull: 10-dton Stealthed Airframe Needle/Wedge hull, dDR 15 armor.
Systems: 2 Maneuver Drive, Small Cockpit, Model-0 Sensors (Scan 12), 2 Fixed Mount, 2 Missile Racks, 5 Fission Power Plant.
Statistics: Emass 76 tons, Lmass 80 tons, Cost M$54, SM +6, Asig +1, Hull dHP 25, No Life Support, sAccel 5 G, No Jump Capability, Top Air Speed 5,300 mph.
Crew: Command Section (1 officer). Total 1 Officer.

To be Updated
TL9 20Dton Standard Ship's Boat
Tech Level: 9
Hull: 20-dton Stealthed Airframe Needle/Wedge hull, dDR 15 armor.
Systems: 1 Maneuver Drive, Large Cockpit, Model-0 Sensors (Scan 12), 2 Fixed Mount, 4 Small Craft Seating, 9 Cargo, 2.5 Fission Power Plant.
Statistics: Emass 54 tons, Lmass 99 tons, Cost M$33, SM +6, Asig +1, Hull dHP 20, No Life Support, sAccel 2.0 G, No Jump Capability, Top Air Speed 5,300 mph.
Crew: Command Section (1 Officer, 1 Crewman). Total 1 Officer and 1 Crewman.
Passengers: 48 Passenger Seating.

Friday, April 13, 2012

IMTU: Thinking about Operational Cost Ver 2

I wonder what the operational costs of following will look like:

TL9
J-1 100dton
J-1 200dton
J-1 400dton
J-1 1000dton
J-1 4000dton

TL10
J-2 100dton
J-2 2-jump 100dton
J-2 200dton
J-2 2-jump 200dton
J-2 400dton
J-2 1000dton
J-2 4,000dton
J-2 10,000dton
J-2 20,000dton
J-2 50,000dton

What would happen if I built these all with my revised Life Support rules and the consideration that only 2/3 of cargo really can be filled up. I better get my desktop at home working, it would be much easier to do all these if I had a bigger screen.

The microboats of M. Gelis is a big deal in the way the workflow goes. It has 6 passengers, if they all wear their smart vacsuits plugged in to the ships power plant, it can carry the advanced party on planet quickly. Also it may allow a ship to avoid a lot of berthing and moving costs for the ship. Since it is so modular and small, I've made it standard in all my ship designs.

Also I've begun to add in my spreadsheet the Life Pods in UT232 as a vehicle bay: life pods (holds 4 people) 2dtons. I also changed the Low Berth to use the Hibernation Chamber in TL9 and the Suspended Animation Tube in TL10 UT198.

Maybe later on I'll built out the warships. Since they are Non-revenue generating units, they have to have the highest bang per buck.

I also have to make the templates for the Robots tools for the ship. Too bad I can't read in the car... :P

IMTU: Issues of Pay


One side effect of living on a ship is that your cost of living is paid and you don't get a lot of temptation to spend. When the crew does get to go on-planet it is not long, and these usually count as business expenses.

Mariner Pay


The pay is not that good, by TL10 standards these are struggling jobs. But struggling in TL10 or TL9 has a very different quality of life and cost of living standard compared to our TL8 perspective. Pay for Gov’t Employment is declared, but Private does not follow the same suit, it depends company to company.
PersonnelMonthlyAnnualTCO
Green Crewman (PL-10)$3,000$36,000$72,000
Seasoned Crewman (PL-11)$3,250$39,000$78,000
Veteran Crewman (PL-12)$3,500$42,000$84,000
Petty Officer (PL-11)$4,000$48,000$96,000
Petty Officer (PL-12)$4,250$51,000$102,000
Officer (PL-12)$5,000$60,000$120,000

TCO is just simple equal to the Annual Pay.What is part of manpower indirect cost?
  • Cost of living
  • Equipment and Its Depreciation: Smart Vacc Suit, Work related devices,
  • Benefits and Insurance.
  • Officers get a company savings equal to 30% tucked away, earning about 3d% (rates vary per gov’t) a year for navy or 2d% per year (+1 for every multi-million size of patron company). This basically makes them earn a lot more than it appears in their pay slip.  
  • Petty officers get a kind of company saving but only equal to 15% of their pay.



Thursday, April 12, 2012

IMTU: Simplifying Calculation of Sections

Calculating Sections is hard and messy. I noticed I have to keep adjusting, also I have some contrary opinions regarding how man power should be distributed in a Highly Automated age like TL10.

Take the I68 hours a week, and divide it by the amount of people in a given section. That is how many people you have in any given shift. If you have at least 5 people, you have someone awake, alert, and doing the rounds every shift working about 8 hours per shift. Less than 5 everyone has to extend their hours. The sections ratios below are the bare minimum, there is no sick or vacations days calculated into this method; worse in the High Tech age, there is no time for constant training and skill upgrades. There is even no redundancy factored into it. When looking at the sections ratios, find out the percentage by which the ship fills a given section. 

Section Strength
< 50 -7 to -10
51-60% -5
61-70% -3
71-80% -2
81-90% -1 on general tasks.
91-110% Normal.
111-125% +1 to ship saves: like damage control, ready and alert conditions. By this level, there is time to train and even have special meetings and assessment of crews condition.
126-150% +2 to ship saves. Note that at this level, you have battle damage redundancy.

Calculating Sections. You can be off by 1 person more or less. 1 more is great for the redundancy and shifts, 1 less is great for the overhead. 

Sections are the Following: 

Edit Feb 13 2012.
Command - They Operate the Ship. This is the captain, comm, sensor, piloting, tactical (gunnery is automated and incorporated into tactical). Regardless of TL 1 captain, and officers ranks are 1 : 5 (1 officer to 5 petty officers, ). Military Vessels as a rule work with greater than 150-200% strength in command.

  • In TL10, 3 at 100 to 1,000dtons, and +1 every 5,000dtons. For spreadsheet command = 3 + (ship dtons)/5000. 
  • In TL9, 3 at 100dtons and +1 at every 400dtons. For spreadsheet command = 3 + (ship dtons)/400.
  • Rank and Crewmen Calculation: always One Captain; Officers = (Command-1)/5; The remaining are petty officers.  

Engineering - They deal with continuous maintenance of everything in the ship, they also do trouble shooting, repairs, upgrades, migration etc... They deal with the power plants, the M-drive, the J-drive, the life support, the cargo, the hull, the armaments, and even the Small Craft within the ship. Regardless of TL one Chief Engineer, a additional officer level engineers is every at 50 engineering. 1 Petty Officer Engineering for every 10 Engineering crewmen. Military Vessels as a rule work with greater than 150-200% strength in command.

  • On TL10 3 at 100-400dtons and +1 every 500dtons. 1 medium robot (use android UT41) and 3 small robot every 500dtons. for Spreadsheet = 3 + [(shipdtons)/500]; 1 medium robot = 500dtons; small robots = medium robot x 3.
  • On TL9 5 personnel every 200dtons of ship. Along with the crew 2 medium and 5 small robots every 200dtons of ship. for Spreadsheet = 5 x [(shipdtons)/200]; medium robot = (ship dtons)100; small robots = medium robot x 2.5  
  • Rank and Crewmen Calculation: always One Chief Engineer; Petty Officers = (Engineering-1)/10; The remaining are crewmen.  


Support - They support Command, Engineering and Passengers. Typically they are medical professionals, like Nurses/Medics. They also perform general servicing tasks. A petty officer is a registered and certified nurse/medic, an officer is a doctor and a unranked person is a general services and maintenance person. Doctors are needed every 100 core personnel and passengers.

  • 1 : 20 Command, Engineering, and Passengers. 
  • Half as many Robots (use android UT41) as support personnel.
  • Spread sheet calculations: Support = (Engineering + Command + Passengers)/20; Support Robots = 1+(Support/2); 


Passengers 
Everyone not part of Command, Engineering, and Support are not core personnel. Even the owners of the ship, and any back-office personnel who work on keeping the ship solvent are still not part of the Core Crew.
Security Personnel. A ship may need a security officer. you may want to have 24/7 security on ship, especially if you have to deal with a 3rd party within the ship like passengers. If you want 24/7 security, get at least 5 security personnel.
Back-Office Staff. This is the owners, or the representative of the owners or financiers. Depending on the job, he may have a staff. Note that a staff will be very helpful on the ground when generating leads (ISW180, Finding Goods for Sale).
Paying Passengers. self explanatory.


Robots. UT41
Robots are just another tool, High tech societies take forgranted. Without them crew works at -2 penalty on all tasks. As tools, certain kinds of works are impossible without robots: like the tracking the condition of all the bolts and square inch/cm of the ship.

Extra Robots don't add to the competence level, they just get mothballed if its daily maintenance, but if the crew is upgrading and doing repairs the extra robots do help (use the section strength to get the bonus). All high tech crew are skilled in using robots as their extra hands, they have the basics of operating and programming robots to do their job related functions. Given the complexity of the ship, humans and their augmented abilities are there for high value and function problem solving.

Why less Crew in this Version. This drops the overhead and sets the stage where I start giving 2dtons per life-support. 1 dton with standard building ceiling of 8ft or 2.43m, you end up of 5.8sqm or around 58sqfeet (about the size of a grunt level     enclosed cubicle). Even if I account that every powerplant and drive on the ship only really takes up 2/3rds of the space it is worth. At 4sqm out of 1dton, with the remaining space are for passageways, its barely meeting fire safety standards. 
I can't find my source, but I found one saying there should be about 25cubic meters per person on a ship that is about 2dtons. so i want to lay the ground work for making a One person and bunk space eating up 2dtons, a cabin 4dtons, a state room is 8dtons, and a luxury room is 16-32dtons (92sqm or around 920 sqft to 186sqm to 1860sqft).
A TL9 4,000dton warship with 40 fighters 210 people would consume about 472.5dtons of living space with mostly ~90% bunks. A TL10 50,000 warship with about 150 2-man fighters would have 434 people would have 2602dtons of living space with ~90 from cabins. I'll come up with a more helpful spreadsheet formula to calculate this. 
relevant




IMTU: Costs of Ship Operations for ISW 2170CE

Correction and Update 4-26-2012:
i forgot to add a zero in my calculations...
I did the cost of operations of all the merchant ships in ISW and the Gupr Traveller Book that has been converted to Fourth Edition. I wanted to know if the ships made sense with the prices given. They did... not exactly.

The expenses I considered are the following:
  1. The ship.
  2. The equipment for the ship: Robots, Small craft and vehicles.
  3. The supplies equal to the life support x 365days.
  4. The equipment for each personnnel which is a smart skin suit and 200lbs of electronics and tools.
  5. The Total Cost of Ownership for Manpower.
  6. The financing to pay for operating for one year.
  7. The linear depreciation of the ship: 100 years replacement rate
  8. The linear depreciation of all equipment: 3 years replacement rate
  9. Annual Maintenance Cost.

The Margins
Below is how much the margins are IF we use HT8 ships. Prices are in ISW179 under freight. This assumes the merchants fill 100% of Hold and 100% of revenue comes from Cargo. I think you just have to charge what your willing to make not the freight prices. This is probably a more real cost per dton of operation. Given the risks it would be normal that ships charge +80% margin over every dton. $15,000 per dton of freight... almost 9x what is supposed to be charged in the books.

Space ships are expensive and so is the service they provide.


Ship Route Cost Margin Charge
100Dton J-2 Courier Branch $2,900 -81% $14,500
200Dton J-1 Merchant (Beowulf) Branch $1,900 -138% $9,500
200Dton J-2 Merchant (Marava) Branch $3,100 -94% $15,500
200Dton J-2 Merchant (Hero) Branch $3,100 -94% $15,500
400Dton J-2 Merchant (Akkigish) Branch $2,000 -25% $10,000
400Dton J-2 Merchant (Lightning) Branch $4,100 -156% $20,500
1000Dton J-2 Freighter (Karl Marx) Branch 1500 6% $7,500
2000Dton J-2 Liner (Sharushid) Line $2,150 -34% $10,750
2000Dton J-2 Freighter (Sharushid) Branch $1,100 31% $5,500
10,000Dton J-2 Freighter (Sharushid) Main $942 33% $4,710


Problem with Passenger Costs
in ISW179 the passenger costs are listed, but if you check the table and costs passengers are very expensive. Its is much cheaper to haul passengers as Cargo through Low Berths.


The Importance of Space Ports.
Infrastructure in star systems allow visiting ships like Freighters and Liners to easily dock when they jump into system. This cuts their travel time to a day as the Port is anchored near the outermost gravity well. If 1G accel ships all had to travel in system, they would take about 9 days to do so every jump. Note that this allows freighters to jump more which allows them to move freight and passengers faster. You will notice it in the jumps per year's effect on the cost per jump.

Financing Roll.
A Character must make a Merchant or Profession (Mariner) roll to get financing for a ship, this action takes 3 months; failure means the character can try again in the next fiscal year. The character can make a loan upt 100x their starting assets (note that assets are 80% the character's starting wealth), which is taken as collateral. Characters with no assets cannot be given loans.

Relative to the Characters collaterial, if the loan is less starting assets, there is a corresponding bonus to the roll. x70 Starting Assets is equal to +1, x50 is a +2, x30 a +3, x20, +4, and x10 is a +5. the margin of success greater than 5 brings down payment rate by 1, a critical success by 2.

The default rate is 12.5% payment plan; the Character pays 12.5% of the amount loaned every year. A Character who has Financing skill can roll to bring down the payment plan by 1 on a success, 2 on a margin of success better than 5, or 3 on a Critical Success. Complimentary skills like Market Analysis, and other indirect methods the players can think up can be used to iimprove the odds of the financing roll. Reputation also helps get better financing rates.

The smaller the payment plan, the longer the character will be paying. Note that the only advantage is that the character has a better cashflow in the year with a small payment plan. So ideally the character still would pay his Financers as soon as he can so that he can own the ship.

The Character keeps the payment plan till he pays up the total cost of the Original Amount Loaned/Principal.

Conclusions and Realizations.
  1. Get rid of ISW200 Starship Operating Conditions Costs. A blanket 1/5 cost to all ships and those made using the ship creation system. All Ships Default at HT11. 
  2. Passengers Costs are now more expensive, will follow the rates I figured. Maybe x2-x5 for extra margins. Migration in Vilani Space is expensive, unless your in a Box.
  3. Make it clear all Prices are really Suggested Prices, players are free to haggle and research the real cost of a good. But they should be aware of all the Barriers of Trade so that they don't get so heavily influenced by the Anchor Effect once they figure out how much things are worth. I have not computed Corruption as a Cost to Doing business in my calculations. 
  4. Speculative Trade is now a Side-Business, if you look at HT10 ships they are the primary business. That is more math by the way and the cost of each action is 5days and many difficult rolls.
  5. No ship ever gets Full, these are rare exceptions, and that's where margins come in, to compensate for that reality.
  6. the cheapest way to travel is to be part of a Ships Crew. 
  7. More Jumps more business, the idea is to keep moving along. The buffers are the 10 days travel rate and 7 days jump (ISW179). That is 21 jumps a year. The business does better if one meets all requirements far earlier. if the ship can jump even 1 more in a year the profits are up at least 5%, plus all the opportunities that opens up when the PCs arrive. Ideally when the ship jumps in, they use the Microboats (JTAS 40 foot cargo containers) and their 6Gs (the TL9 would be around 4Gs) to get the goods in system with the sealed 40ft cargo containers. the primary role is to get the advance party on planet (about in 2 days vs the 1G ship which will take 9 days), and the pilot keep going back and forth as the ship nears the planet. As soon as the ship is near the frontier world, they can start quickly loading in the next shipments of goods and jump out in a few hours.
  8. Owners make 12% more now that they don't have to pay financiers, OR they can use the ship as collateral to trade up. A merchant can look forward to getting something like the Lightning class or a Karl Marx.       
100Dton Courier
Tech Level: 10
Hull: 100-dton Streamlined Cylinder hull, dDR 10 armor.
Systems: 3 Maneuver Drive, 3 Jump Drive, 20 Fuel Tanks, 0.5 Fuel Purifiers (3.2 dtons per hour; 13 hours to full), Small Bridge (upgraded computer systems), Model-0 Sensors (Scan 14), 3 Hardpoints, Vehicle Bay (One 6-dton capacity; for Micro-boat), 4 Fusion Power, 4 Staterooms, 1 Workshop, 1 Sickbay, 2 Common Area, 40 Cargo.
Statistics: Emass 134 tons, Lmass 384 tons, Cost M$7.6 (HT 8; $38M), SM +8, Asig +8, Hull dHP 25, Life Support 8, sAccel 1.6 G, Jump-2 (2-parsec range), Top Air Speed 740 mph.
Crew: Command Section (3 officers), Engineering-Maintenance-Life Support-Cargo Service Section (1 officer, 1 petty officer). Total 4 officers, 1 petty. Staff occupy double occupancy staterooms, the petty officer in the bunk room.
Passengers: 3 double occupancy.

200Dton Old Trader
Tech Level: 9
Hull: 200-dton Streamlined Cylinder hull, dDR 10 armor.
Systems: 4 Maneuver Drive, 2 Jump Drive, 20 Fuel Tanks, 1 Fuel Purifiers (2.5 dtons per hour; 13 hours to full), Small Bridge (upgraded computer systems), Model-0 Sensors (Scan 14), 3 Hardpoints, Vehicle Bay (One 6-dton capacity; for Micro-boat), 12.5 TL9 Fusion Power, 22 Staterooms, 1 Workshop, 1 Sickbay, 49 Cargo.
Statistics: Emass 134 tons, Lmass 384 tons, Cost M$7.5M (Original $75M), SM +8, Asig +8, Hull dHP 25, Life Support 44, sAccel 1.4 G, Jump-1 (1-parsec range), Top Air Speed 740 mph.
Crew: Command Section (3 officers), Engineering-Maintenance-Life Support-Cargo Service Section (2 officer, 4 petty officer, 14 crew), 2 Medical Section (1 officer, 1 petty), 1 Passenger Service (1 petty officer), 2 Pursers (1 Officer, 1 Petty officer), 5 Security Section (1 officer, 5 crew). Total 4 officers, 1 petty. Staff occupy double occupancy staterooms, the petty officer in the bunk room.
Passengers: 10 double occupancy.



New Ship Enhancements.

Common Areas.
Common areas provide about for additional living space. Common eras are furnished with collapsible and modular furniture for recreation. An amount of common areas equal to the total ships occupants divided by 5. Passengers can have a separate Common area for security and comfort reasons.
2 Dton (12sqm or 120sqft of space)
0.5 ston per 1 Dton
$0.01M (not yet modified cost)
Life Support Equivalent as a Bunk Room