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Bren
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PostPosted: Sat Sep 17, 2011 4:54 pm    Post subject: Reply with quote

Depends. Maybe he'll forget that Greedo shot first. Laughing
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Grimace
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PostPosted: Sat Sep 17, 2011 8:49 pm    Post subject: Reply with quote

Or, you mean, that Greedo even shot? Wink
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PostPosted: Wed Sep 21, 2011 4:45 pm    Post subject: Reply with quote

Mikael Hasselstein wrote:

The Far Orbit, published in '98 (so, fairly well into the 2nd ed. publication run) had times along the Perlemian Trade Route at 11-31 hours between systems that are not exactly outlying areas.


Yeah? And the "R&E rulebook noted that you can get faster times depending on the chosen hyperspace route.

Quote:

You should also acknowledge that almost all of the WG-published travel times are immensely slow by your definitions.


No, only the travel times given for specif campaign settings. Generally if they wanted the PCs to adventure in a given area, the rates were slow. In the published adventures, the travel times were faster.

Quote:

If you want to refer to the EU (which you've called "crap"), D20 and SAGA, as against the WEG stuff, that's fine. Why you are making that case in a WEG-centered forum is puzzling to me.


Becuase this is Star Wars. Everything published is supposed to conform to the setting. When the game rules condradict the setting, then the rules are wrong. If you adjust the setting to fit the rules, it isn't Star Wars anymore.

As for referening D20 stuff, many of the folk who worked on it worked on D6 first, and much of it is relevant to Star Wars gaming. And since D6 Star Wars is no longer being supported offically, D20 is a good soruce for things that we didn't know about back in the days of D6 SW. In fact, there are lots of conversions and adaptations of D20 stuff, so I don't see why you don't think it is relevant.

Quote:

So, when George Lucas says something like that, we're all supposed to jump and change everything that's been published that he just contradicted?


Yes. Especially when there is lots of evidence to support it. The whole point of a Star Wars RPG is to be able to play adventures that are "like" Star Wars. If something in the RPG contradicts the information in the films then the RPG needs to be corrected.WEG did make corrections with the RPG. Ion Guns originally worked just like lasers in the RPG, but were latter changed in light of the additional information.

And it isn't like ROTS changed things. The fast speeds were there from the beginning.

In Episode IV: A NEw Hope, Darth Vader manages to get from Tattooist to the Death Star in a Star Destoyer, and then the Death Star gets to to Alderaan before the Millennium Falcon can get from Tattooist to Alderman.

Now, even if you allow some time to pass between the droids arrival on Tattoine and thier sale to the Lars, the travel times have to be short enough so that Vader can get to the Death Star, and it reach Alderaan before the Falcon does.

And later in the film, The Death Star manages to reach the Yavin system the "same day" as wehn Vader"killed" Kenobi.So that suggests the Yavin, an out of the way, and rarely visted system, is less than a 6 hour trip from Alderaan (the Death Star has a x4 hyperdive multiple, and 6 hours keeps it to under a day).

In fact, if the travel time was something like 70 hours, the Death Star would have taken 280 hours (over 11 days) to reach Yavin, and the rebels probably would have evacuated, and Vader's "same day" comment wouldn't have made any sense..


Looking at the sequncing of events in the other films you will see the all support fast travel times.




atgxtg wrote:
Bren wrote:
What may be adding additional contention to this issue is locating this discussion thread under Official Rules, rather than House Rules or Tools.
Yes, exactly. It makes it seem like the navicomps values are somehow "offical".


Quote:

Well, they're obviously not, and there's no need to imply that I am suggesting that they are.


By placing it under the "offical Rules" forum you made the implication. One might infer that something listed in the "offical Rules" forum is an offical rule, rather than a house rule.

Quote:

When we say "official", I'm sure that we mean, 'that which has been published'. The OP inquired after officially published travel times to use in my nav computer. Those I have used. The exception is the Gazetteer.


There are more eceptions that the Gazeteeer. There are the adventures (as opposed to campaign settings) where ships travel faster, and other infomration in the rules than mentions that better speeds can be achieved.

Quote:

Incidentally, when my first rendition of the distance matrix was computed, I
had about 2 hours between Chandrila and Brentaal. That seemed to me to be about the right scale for a major trade route between two systems fairly proximate to one another (by galaxy standards). Then I got the 'official' version (Far Orbit), and had to change that to 18.

So, in that case, the official version, was 9x longer than what I had imagined.


I wish you had stuck with the 2 hours. WEG always slowed thing down when they wanted to emphasis a given area. You see, what happens is that if people can travel around the galaxy quickly, there is more incentive to do so, and less reason to stay within a given area. That makes it harder to flesh out locations in any detail. But slow travel times ensure that the PCs will operate within the ore-defined area and that work spent on a given planet won't go to waste.
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Mikael Hasselstein
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PostPosted: Wed Sep 21, 2011 7:49 pm    Post subject: Reply with quote

atgxtg wrote:
Mikael Hasselstein wrote:

The Far Orbit, published in '98 (so, fairly well into the 2nd ed. publication run) had times along the Perlemian Trade Route at 11-31 hours between systems that are not exactly outlying areas.

Yeah? And the "R&E rulebook noted that you can get faster times depending on the chosen hyperspace route.
How do you imagine one chooses a faster route than those pictured in that map?

atgxtg wrote:
Quote:
You should also acknowledge that almost all of the WG-published travel times are immensely slow by your definitions.

No, only the travel times given for specif campaign settings. Generally if they wanted the PCs to adventure in a given area, the rates were slow. In the published adventures, the travel times were faster.
The purpose of this thread was my begging people to point these out to me. I don't have these adventures on-hand. If you do (which, since you're mentioning them, except for specific instances, I assume you do), could you please cite them to set me straight. Right now all I have is your say-so.

I am totally willing to be convinced - so convince me - cite your sources.

atgxtg wrote:
Looking at the sequncing of events in the other films you will see the all support fast travel times.
There's only one hitch. GL did not actually have to have a background that made sense in the same way as we do. All he had to do is keep the story intact and compelling.

atgxtg wrote:
By placing it under the "offical Rules" forum you made the implication. One might infer that something listed in the "offical Rules" forum is an offical rule, rather than a house rule.

What do you mean by the highlighted 'it'? I did not put up this thread to discuss my nav comp. I created this thread to ask for data from the official rules. I've invited people to badger me about my system elsewhere (eg. here).

As far as I am concerned, this thread is still about finding the official rules. If you wanted to keep it from being hijacked away from official rules discussions, then I suggest that you might have directed your questions about how it worked to the thread that was intended for that purpose. I guess my cardinal sin was answering your questions in the place where you asked them.

Look, I'm fine if you think the official rules that I am citing do not reflect your reading of the SWU, but they're still black-on-white from sources I think are valid. If you want to have different ones, why don't you open up a thread in the house rules and discuss them?

atgxtg wrote:
Quote:
Incidentally, when my first rendition of the distance matrix was computed, I had about 2 hours between Chandrila and Brentaal. That seemed to me to be about the right scale for a major trade route between two systems fairly proximate to one another (by galaxy standards). Then I got the 'official' version (Far Orbit), and had to change that to 18. So, in that case, the official version, was 9x longer than what I had imagined.
I wish you had stuck with the 2 hours.
Right, in which case you, or someone else, would have been on my case for arbitrarily putting in another figure than the 'official rules' said ought to be there.
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PostPosted: Wed Sep 21, 2011 9:38 pm    Post subject: Reply with quote

I can't really subscribe to the strict adherence of everything Lucas says. That's a futile endeavor and something that will forever be changing until Lucas finally dies.

So when it comes to picking travel times, use the values in the official published works. If different published works have different values, use your best judgement. You can't make something and be constantly changing every time Lucas changes his mind and decides something is closer or further away. If people don't want to use it, then they don't have to.

Official Rules is exactly that...rules....not movies. So you're not obligated to use anything from the movies, or adjust anything based on the movies, regardless of what others might suggest. Use what has been officially published, average times or simply pick between conflicting times, and move along with your project.

This round-and-round about how things "should" be is a lot of supposition and obviously doesn't apply to what everyone believes.
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PostPosted: Wed Sep 21, 2011 11:51 pm    Post subject: Reply with quote

Grimace wrote:
I can't really subscribe to the strict adherence of everything Lucas says. That's a futile endeavor and something that will forever be changing until Lucas finally dies.
Well put, Grimace.
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PostPosted: Thu Sep 22, 2011 11:00 am    Post subject: Reply with quote

Grimace wrote:
I can't really subscribe to the strict adherence of everything Lucas says. That's a futile endeavor and something that will forever be changing until Lucas finally dies.


But it isn't a question of Lucas changing things. It is a question of the RPG being off and needing correction. It's not like Lucas had a scene in Episode IV where Vader said "This is a Month that will long be remembered..." and then changed it. This isn't like Greedo shooting first.

Back when 1st edtion came out, travel times were in days. Then the Rules Upgrade changed it to hours and a ship could cross the galaxy in 30 hours.Having it take months just doesn't fit the setting.


Quote:

Official Rules is exactly that...rules....not movies. So you're not obligated to use anything from the movies, or adjust anything based on the movies, regardless of what others might suggest. Use what has been officially published, average times or simply pick between conflicting times, and move along with your project.


The rules are there so that we can play in the Star Wars setting. If the rules clash with the setting then the rules are wrong. otherwise it just isn't Star Wars anymore, it's something else.

The forum is full of things that are not part of the offical D6 rules, but are definately part of Star Wars. Back when D& Star Wars was being supported by WEG, the rules were adjusted to better match the setting. If you sacrfice the setting to adhere to the rules, you discard everything that the game is about.

Quote:

This round-and-round about how things "should" be is a lot of supposition and obviously doesn't apply to what everyone believes.


Not much supposition. Statements and timing of events in the films lock things down. When Vaders comments that the Rebel Alliance will end the same day as Kenobi, there really isn't any suppostion, nor much room to believe anything other than the Death Star got from Alderaan to Yavin in under a day. So a 70hr+ base travel time between those two systems simply doesn't fit.

And since most of the travel times in the navicomp were chosen by the programmer, it's not like most of the travel times are offical. In fact a lot of offical RPG travel times were ignored.
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PostPosted: Thu Sep 22, 2011 11:27 am    Post subject: Reply with quote

Mikael Hasselstein wrote:
How do you imagine one chooses a faster route than those pictured in that map?


They take the freeway instead of the bus routes. Thus they don't have to stop at evey bus stop (system) and can get to thier destination faster. Pretty much the same reason why having kids on bicycles is okay for delivering newspapers across town, but a lousy way to deliver oranges to Montana.

[quote= R&E page 119]
Travel between major inhabited worlds, even if
they are sectors apart, might take only a few hours,
while travel between minor planets, even if they are in
close proximity, might take weeks — sometimes it's
quicker to plot a hyperspace journey from an isolated
planet to a major planet (using a quick trade route) and
then travel from the major planet to the isolated planet
that is your goal — the ship is physically travelling
farther, but it can save time by moving at higher
speeds on well-established routes.[/quote]

That is yet another example of why the "Superhighway" approach seems to fit the setting, rather than the "Limited Network" approach.

Futhermore the Far Orbit Project was written by differernt people than those who started WEG Star Wars and who wrote most of the supplments, and it contradicts and rewistes several aspects of the game rules. For instance the multipliers for prices and phases are signficantly higher than seen elsewhere. A necessity considering the slower travel times and greater expense of the runs.

Quote:

The purpose of this thread was my begging people to point these out to me. I don't have these adventures on-hand. If you do (which, since you're mentioning them, except for specific instances, I assume you do), could you please cite them to set me straight. Right now all I have is your say-so.


Fair enough, I'll get you some published times.

Quote:

I am totally willing to be convinced - so convince me - cite your sources.


Fair enough. I can't ask for more than that.


Quote:

There's only one hitch. GL did not actually have to have a background that made sense in the same way as we do. All he had to do is keep the story intact and compelling.


That is true about GL, but I don't see how it has a bearing here. Having travel times that work for the films do not invalidate the background or make it non-sensible.

In fact, quite the opposite. In order for the setting to work, speed is essential. You can't have the centralized production and govenment you see if Star Wars without fast travel times. There is only a limited amoiunt of days in a month, and the longer it takes to ship something the more it costs to do so. Eventually the shipping costs make it unprofitable to ship past a certain distance.

atgxtg wrote:
By placing it under the "offical Rules" forum you made the implication. One might infer that something listed in the "offical Rules" forum is an offical rule, rather than a house rule.

What do you mean by the highlighted 'it'? [/quote]
I didn't use the word "highlight". I used Imply.

Quote:

I did not put up this thread to discuss my nav comp. I created this thread to ask for data from the official rules. I've invited people to badger me about my system elsewhere (eg. here).


Okay, then I'll stop mentioing the comp here.

Quote:

Look, I'm fine if you think the official rules that I am citing do not reflect your reading of the SWU, but they're still black-on-white from sources I think are valid. If you want to have different ones, why don't you open up a thread in the house rules and discuss them?


Good idea.

[qupte]
Right, in which case you, or someone else, would have been on my case for arbitrarily putting in another figure than the 'official rules' said ought to be there.[/quote]

Possibly. But Far Orbit, like most of the set campaign areas, makes up it's own area of space.
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PostPosted: Thu Sep 22, 2011 1:49 pm    Post subject: Reply with quote

atgxtg wrote:
Back when 1st edtion came out, travel times were in days. Then the Rules Upgrade changed it to hours and a ship could cross the galaxy in 30 hours.Having it take months just doesn't fit the setting.
To which rules upgrade do you refer? Both 2nd Ed. Core (p. 112) and 2nd Ed. R&E (p. 119) guidelines refer to the galaxy being crossed in several weeks to several months. Now, I take you at your word that d20 and SAGA have different guidelines listed, and I accept it that you think that those are preferable. Yet, this remains a WEG-D6 forum, and I presume that any discussion of 'official rules' refers to WEG D6 material.

atgxtg wrote:
Mikael Hasselstein wrote:
How do you imagine one chooses a faster route than those pictured in that map?

They take the freeway instead of the bus routes. Thus they don't have to stop at evey bus stop (system) and can get to thier destination faster. Pretty much the same reason why having kids on bicycles is okay for delivering newspapers across town, but a lousy way to deliver oranges to Montana.
Right, but the route pictured is between Chandrila and Brentaal - the Perlemian Trade Route - not a roundabout hyperspace bicycle path.

atgxtg wrote:
Quote:
The purpose of this thread was my begging people to point these out to me. I don't have these adventures on-hand. If you do (which, since you're mentioning them, except for specific instances, I assume you do), could you please cite them to set me straight. Right now all I have is your say-so.
Fair enough, I'll get you some published times.
Awesome! I look forward to it.

atgxtg wrote:
In fact, quite the opposite. In order for the setting to work, speed is essential. You can't have the centralized production and govenment you see if Star Wars without fast travel times. There is only a limited amoiunt of days in a month, and the longer it takes to ship something the more it costs to do so. Eventually the shipping costs make it unprofitable to ship past a certain distance.
I'm not convinced by that argument. The shipping costs would only become unbearable for travel if the benefits were lower than the costs. However, if travel times are long, we should also presume that the benefits of transporting goods are greater. That simply means that ceteris paribus, domestic goods would be significantly cheaper than imports. If, however, the domestic production en masse of a good is not feasible (such as natural food products on Coruscant), then the prices would rise.

However, the cost of living on Coruscant might be counterbalanced by a higher purchasing power parity (PPP) on Coruscant than elsewhere. In our world, a higher PPP in cities over rural areas, when it comes to foodstuffs is quite common.

Also, remember that the Empire is a rapacious dictatorship that benefits the Core over the outer worlds. They probably force the importation of foodstuffs at lower than equitable prices, cutting in on the farmers' wages.

atgxtg wrote:
Mikael Hasselstein wrote:
atgxtg wrote:
By placing it under the "offical Rules" forum you made the implication. One might infer that something listed in the "offical Rules" forum is an offical rule, rather than a house rule.

What do you mean by the highlighted 'it'?

I didn't use the word "highlight". I used Imply.

That's why my statement of highlight was not in the single quote. By highlight, I meant that I put 'it' in bold text so that you could easily see what word I was referring to. I'm sorry if this proved to be obtuse of me.

Let me try to be clearer. You said, that by putting 'it' on the 'official rules forum' I implied that my navcomp is an official rule. But I did not put a discussion of my navcomp in the official rules forum. I created a discussion in the 'Tools' forum for that purpose. My post in this forum was an inquiry for data from the official rules. So I'm not sure how you can accuse me of implying that my query was an implication that the nav comp was official.

atgxtg wrote:
Quote:
I did not put up this thread to discuss my nav comp. I created this thread to ask for data from the official rules. I've invited people to badger me about my system elsewhere (eg. here).
Okay, then I'll stop mentioing the comp here.

Actually, let's pursue that part of the discussion here, in the Tools forum.
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PostPosted: Thu Sep 22, 2011 8:11 pm    Post subject: Reply with quote

atgxtg wrote:
The forum is full of things that are not part of the offical D6 rules, but are definately part of Star Wars. Back when D& Star Wars was being supported by WEG, the rules were adjusted to better match the setting. If you sacrfice the setting to adhere to the rules, you discard everything that the game is about.


Wow. Just wow. By making travel times longer it changes Star Wars in its entirety? Over-emphasize much? Rolling Eyes
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PostPosted: Fri Sep 23, 2011 1:43 pm    Post subject: Reply with quote

Grimace wrote:


Wow. Just wow. By making travel times longer it changes Star Wars in its entirety? Over-emphasize much? Rolling Eyes


I'm not over emphasizing, it is simple cause and effect. And it would be noticed quickly in a tramp freighter campaign.

For example, a typical cargo of foodstuffs might be bought for 1710 credits/ton and sold for 1890 credits/ton. For a profit of 180 credits/ton. If the freighter is a typical stock light freighter, with a capacity of 100 tons, the total profit would be 18000 credits. And that assumes the captain has 171000 credits on hand to fill his caergo hold.

Now a typical freighter, such as a YT-1300 costs about 80 credits/day for maintenance and restocking, plus 500 credits/hyperspace jump, plus about 100 credits per jump for docking fees. Plus whatever pay the crew recitatives.

Now if the Captain doesn't have 170Kcredits for cargo, or the ship gets damaged, or he has a load to pay off the prfoti margin comes crashing down.

In fact, owing money of the ship is a double-edged sword. No only does it require that the ship generate more profit to pay the load, but the monly rate of payments, limit a tramp freighter to operating no more than half a month's travel from the creditor, so it can make it's payments.

The same holds true for other aspects of life. If Bespin is a short hop form Corellia, then many Corellians might vacation on Bespin. If it takes a week or two to make the trip, then not that many Corellians would want to, or be able to vacation on Bespin. Most would probably want to go someplace closer and spend more time enjoying themselves and less time traveling though hyperspace.
.
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PostPosted: Fri Sep 23, 2011 2:05 pm    Post subject: WEG Offical Travel Times Reply with quote

Some official travel times:

Tatooine Manhunt: To get from Kwenn Station (Kastolar Secotor/Mid-Rim/R-10) to Tatooine (Arkanis Secotor/Outer Rim/R-16) takes 1 day.

As this was the first pulished adventure, the travel time might have been decided by the old method (1 day minimum rather than 1 hour) but to be fair, I doubt it, since the adventure does mention the rules upgrade and applies it elsewhere.

According to the navicomp, the trip takes 328.6h (13.69d), so here is at least one piece of evidence supporting faster routes.

BTW, The adventure does mention that Kwenn is close to a major trade lane (not specified, but in light of more recent data most likely the Corellian Run).



Scavenger Hunt:No travels times listed for any of the trips listed in the adventure. The just cut to the arrival.

Death in the UnderCity: Takes place entirely on Mon Cal, no travel times listed.

I7ll check through some more supplements tonight.

BTW, Would you be interested in the times given with the map presented in Star Wars Insider? I beleive it is an easily version of what became the Atlas, done by the same guys. So the times given would probably have at least the tactic approval of the guys who wrote the Atlas. Fair warning, I expect the travel times listed to correspond with the Gazeteer, but I haven't actually checked. I just know it has travel times on it because one of my players has the map and pulled it out a few sessions back.
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PostPosted: Fri Sep 23, 2011 7:43 pm    Post subject: Reply with quote

Quote:
Now a typical freighter, such as a YT-1300 costs about 80 credits/day for maintenance and restocking, plus 500 credits/hyperspace jump, plus about 100 credits per jump for docking fees. Plus whatever pay the crew recitatives.


atgxtg makes a good point. This is why I'm glad that Mikael is sticking to the longer WEG times rather then using the short times shown in the movies. ALL of the WEG trader info is callibrated for those long-@$$ WEG times. You'd have to do all sorts of tweaking to the fuel cost per hour and consumables to keep everything balanced if he used the more canonical short times.
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PostPosted: Fri Sep 23, 2011 10:33 pm    Post subject: Re: WEG Offical Travel Times Reply with quote

atgxtg wrote:
Some official travel times:

Tatooine Manhunt: To get from Kwenn Station (Kastolar Secotor/Mid-Rim/R-10) to Tatooine (Arkanis Secotor/Outer Rim/R-16) takes 1 day.

As this was the first pulished adventure, the travel time might have been decided by the old method (1 day minimum rather than 1 hour) but to be fair, I doubt it, since the adventure does mention the rules upgrade and applies it elsewhere.

According to the navicomp, the trip takes 328.6h (13.69d), so here is at least one piece of evidence supporting faster routes.

BTW, The adventure does mention that Kwenn is close to a major trade lane (not specified, but in light of more recent data most likely the Corellian Run).

Indeed. Kwenn is a legitimate point for your interpretation.

According to TEA Kwenn is, however, nowhere near the Corellian Run. It's close to Kashyyyk, so it is closer to the Perlemian Trade Route.


atgxtg wrote:
I7ll check through some more supplements tonight.


Incidentally, I've found a couple in The Abduction of Crying Dawn Singer.
It gives 6 hours (which is 3 hours at a x1) for the route Berrol's Don to Najarka. They are in neighboring sectors.
Then Najargka to Laim is 8 hours (= 4 hours at a x1). These are in the same sector.
Laim to Narg 12 hours (=6 hours at a x1), also in the same sector.

So, those times are a little shorter than I would expect, but not astronomically so. Najarka, Laim, nor Narg had yet been incorporated into my network.

atgxtg wrote:
BTW, Would you be interested in the times given with the map presented in Star Wars Insider? I beleive it is an easily version of what became the Atlas, done by the same guys. So the times given would probably have at least the tactic approval of the guys who wrote the Atlas. Fair warning, I expect the travel times listed to correspond with the Gazeteer, but I haven't actually checked. I just know it has travel times on it because one of my players has the map and pulled it out a few sessions back.


Definitely. I also look forward to the other findings from the adventures.
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PostPosted: Sat Sep 24, 2011 11:35 am    Post subject: Reply with quote

JT Swift wrote:
atgxtg makes a good point. This is why I'm glad that Mikael is sticking to the longer WEG times rather then using the short times shown in the movies. ALL of the WEG trader info is callibrated for those long-@$$ WEG times. You'd have to do all sorts of tweaking to the fuel cost per hour and consumables to keep everything balanced if he used the more canonical short times.


Huh!!?? Actually the rverse is true. The overly long travel times will require changing the costs just to make merchant runs profitable, and the harder it becomes to make time for adventures. A freighter captain not only needs to buy low and sell high, but do so in a short enough run to be profitable.
For example let's assume a "typical stock light freighter" is doing a run that takes 5 days. Let's aslo asume that the captain is still paying off the ship and has to fork over 2500 credits each month to a crime boss.

Let's assume that the ship is trading in foodstuffs and has a run that has a base time of 60 hours (2.5 days).
Now a 1 week (5 day) run, with a day spend for loading cargo, and another for unloading, will cost:
50 credits for the jump (1/20th of the maintenance costs)
400 credits for restocking fees for the 5 day trip
400 credits in docking fees (assuming 1 day to load cargo and another to unload it. for 2 days on each planet)
500 credits patyment to crime boss

Total: 1350 credits per run. So to break ever, the merchant captain must make 1350 credits on the run.

Assumin the captain is trading in foodstuffs, and can buy them @ H/1710 credits and sell them at H/1890 credits, he would need to buy at least 8 tons to make a profit. And that would require that he have 13680 credits on hand to buy cargo.

Now, assuming the freighter does nothing else it can go back and forth between these two systems 5 times during a month (35 days), so the total operating costs for a month would be 6750 credits. Obviously, the captain would be wise to find some cargo to take back and sell on the return trip.
Any adventuring (and that is what the game is really about) would take time away from trading and probabbly add more expesense to the operating costs.
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