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HumanFlie Cadet
Joined: 20 Apr 2011 Posts: 9
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Posted: Tue May 31, 2011 7:34 pm Post subject: Cost to refuel a light freighter |
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What is the base cost to refuel a ship?
I've looked in a few places and can't find this info.
I checked "Tramp Freighters" but it just had an entry for mundane costs and it didn't mention fuel unless I'm missing something.
Thanks!! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 31, 2011 9:32 pm Post subject: Re: Cost to refuel a light freighter |
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HumanFlie wrote: | What is the base cost to refuel a ship?
I've looked in a few places and can't find this info.
I checked "Tramp Freighters" but it just had an entry for mundane costs and it didn't mention fuel unless I'm missing something.
Thanks!! |
Technically, SW ships don't have a separate designation for Fuel, just Consumables. I went and read the section in Tramp Freighters, and it is mostly talking about consumable fluids. I would guess that that price includes fuel. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Tue May 31, 2011 9:50 pm Post subject: |
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If I recall there are several items of equipment that allow mater or gasses to be processed into fuel greatly diminishing refueling costs. It's been a while but I think at least one of those entries mentions what sort of saving you get so it may be possible to extrapolate a normal cost for refueling from that. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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HumanFlie Cadet
Joined: 20 Apr 2011 Posts: 9
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Posted: Tue May 31, 2011 10:32 pm Post subject: |
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Good idea. So fuel is half the cost of restocking.
So the ship in question (ghtroc 720) has no fuel or supplies.
Base restock cost 10
2 months of consumables
Total complement 12 people
Fuel converter saves 50% of restock fee.
Therefore
10 * 60 * 12 / 2 = 3600 credits for 2 months of fuel (figuring average operations)That sounds like a good number to me.
I'll get the pc's to keep a calendar for when they are due for restock, overhaul etc.
Whoot!
So what would be the most number of people you could squeeze onto that ship in an emergency? 40? |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Wed Jun 01, 2011 12:20 am Post subject: |
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According to 2nd Ed, R&E Consumables is a measure of how much food, air, water, and fuel a ship can carry before it needs to resupply and refuel. I'd say fuel counts for a quarter of the consumables instead of half. Also the formula for figuring out resupplying costs is supposed to be base times crew and passengers time number of days since the last replinishment, which usually happens each time a ship is in port. So using the example in GG6 of 10 x 8 (crew and passengers) x 12 (days) it comes out to 960 credits. Then I'd say 960 x .25 for the fuel costing 240 credits.
But what bothers me more with this formula is that it's cargo that burns the most fuel, not crew and passengers. Cargo tends to way more than the crew and their passengers is going to way. Yet the formula ignores that. Crew and passengers are important where the other three areas, air, food, and water, are concerned, so you can't get rid of them for figuring out costs. But I'd have to say liftoffs and landings are gonna burn more fuel based on the amount of cargo being carried. Those are going to be the points when the most fuel is burned. _________________ FLUFFY for President!!!!
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HumanFlie Cadet
Joined: 20 Apr 2011 Posts: 9
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Posted: Wed Jun 01, 2011 1:10 am Post subject: |
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I used 60 days in my example because 2 months is the total amount of consumables a ghtroc 720 can carry according to 2nd ed r and e rules and the pc's ship is completely empty.
I'm sticking with 50% for fuel. It isn't the best comparison but comparing with a present day ship, airplane, rv or even a car and fuel is an enormous percentage of replenishment cost.
Anyway, thanks for the input! |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Wed Jun 01, 2011 2:39 am Post subject: |
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You may want to stay away from cars and RVs for your comparison. Typically speaking they don't hold the kinds of quantities of fuel you want for a comparison. _________________ FLUFFY for President!!!!
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Wed Jun 01, 2011 12:49 pm Post subject: |
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But I think they are talking about nuclear fusion engines. And Hydrogen should be pretty cheap.... _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Jun 01, 2011 4:42 pm Post subject: |
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From the 1st ed of Tramp Freighters..
Cost of recharging fuel cells (most light freighters have 50)
Charging Rate / Cost per Cell
Trickle (1 cell/day) / 5 Cr
Standard (1 cell/hour) / 10 Cr
Fast (4 cells/hour) / 50 Cr
Emergency (20 cells/hour) / 500 Cr*
* They are actually replacing cells.
Fuel Consumption
Entering Hyperspace: 1 Cell
Per 6 hours in Hyperspace: 1 Cell
Per Month of Realspace Op.: 1 Cell
Per hour of Combat Op.: 1 Cell
Per hour of atmospheric flight: 1 Cell _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jun 01, 2011 5:23 pm Post subject: |
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ZzaphodD wrote: | From the 1st ed of Tramp Freighters.. |
Have you played with both versions? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Jun 01, 2011 5:29 pm Post subject: |
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ZzaphodD wrote: | From the 1st ed of Tramp Freighters..
Cost of recharging fuel cells (most light freighters have 50)
Charging Rate / Cost per Cell
Trickle (1 cell/day) / 5 Cr
Standard (1 cell/hour) / 10 Cr
Fast (4 cells/hour) / 50 Cr
Emergency (20 cells/hour) / 500 Cr*
* They are actually replacing cells.
Fuel Consumption
Entering Hyperspace: 1 Cell
Per 6 hours in Hyperspace: 1 Cell
Per Month of Realspace Op.: 1 Cell
Per hour of Combat Op.: 1 Cell
Per hour of atmospheric flight: 1 Cell |
I'd be tempted to put combat at 1 Cell for every ten minutes. It would make even a heavily armed freighter think twice about fighting at the end of a long trip. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Jun 01, 2011 5:39 pm Post subject: |
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crmcneill wrote: | ZzaphodD wrote: | From the 1st ed of Tramp Freighters.. |
Have you played with both versions? |
In general we use the 1st ed and just use the more detailed names of engines from 2nd. The main difference is how you modify components, with the 2nd ed rules being similar to the 2nd rev rules. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Jun 01, 2011 5:47 pm Post subject: |
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Esoomian wrote: | ZzaphodD wrote: | From the 1st ed of Tramp Freighters..
Cost of recharging fuel cells (most light freighters have 50)
Charging Rate / Cost per Cell
Trickle (1 cell/day) / 5 Cr
Standard (1 cell/hour) / 10 Cr
Fast (4 cells/hour) / 50 Cr
Emergency (20 cells/hour) / 500 Cr*
* They are actually replacing cells.
Fuel Consumption
Entering Hyperspace: 1 Cell
Per 6 hours in Hyperspace: 1 Cell
Per Month of Realspace Op.: 1 Cell
Per hour of Combat Op.: 1 Cell
Per hour of atmospheric flight: 1 Cell |
I'd be tempted to put combat at 1 Cell for every ten minutes. It would make even a heavily armed freighter think twice about fighting at the end of a long trip. |
Id also change the consumption in hyperspace. As it is a x0,5 hyperspace engine consumes less fuel per distance than a x2.
Per 6 hours in hyperspace: 1 Cell is the generic rule from GG6.
Modified by hyperspace engine speed
Hyperspace multiplicator / Consumption modifier
x3 / x0,5
x2 / x1 (As per the GG6)
x1 / x3
x0,5 / x6
For example: a x0,5 hyperpspace engine will consume 6 cells per 6 hours of hyperspace travel compared to the 'standard' 1 cell/6 hours for a x2 engine. On the other hand its 4 times as fast.
To save fuel, a ship may go through hyperspace at a lower speed than its maximum. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Jun 01, 2011 6:53 pm Post subject: |
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ZzaphodD wrote: | Id also change the consumption in hyperspace. As it is a x0,5 hyperspace engine consumes less fuel per distance than a x2.
Per 6 hours in hyperspace: 1 Cell is the generic rule from GG6.
Modified by hyperspace engine speed
Hyperspace multiplicator / Consumption modifier
x3 / x0,5
x2 / x1 (As per the GG6)
x1 / x3
x0,5 / x6
For example: a x0,5 hyperpspace engine will consume 6 cells per 6 hours of hyperspace travel compared to the 'standard' 1 cell/6 hours for a x2 engine. On the other hand its 4 times as fast.
To save fuel, a ship may go through hyperspace at a lower speed than its maximum. |
The same is true of all of those ratings. A ship with a speed of 20 still consumes one cell per month in realspace regardless of it's mass. Yet a ship with a speed of 4 consumes the exact same amount of cells in a month of realspace despite travelling only one fifth the distance. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Jun 01, 2011 7:34 pm Post subject: |
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Esoomian wrote: | ZzaphodD wrote: | Id also change the consumption in hyperspace. As it is a x0,5 hyperspace engine consumes less fuel per distance than a x2.
Per 6 hours in hyperspace: 1 Cell is the generic rule from GG6.
Modified by hyperspace engine speed
Hyperspace multiplicator / Consumption modifier
x3 / x0,5
x2 / x1 (As per the GG6)
x1 / x3
x0,5 / x6
For example: a x0,5 hyperpspace engine will consume 6 cells per 6 hours of hyperspace travel compared to the 'standard' 1 cell/6 hours for a x2 engine. On the other hand its 4 times as fast.
To save fuel, a ship may go through hyperspace at a lower speed than its maximum. |
The same is true of all of those ratings. A ship with a speed of 20 still consumes one cell per month in realspace regardless of it's mass. Yet a ship with a speed of 4 consumes the exact same amount of cells in a month of realspace despite travelling only one fifth the distance. |
Yeah, but as my players dont hang around flying around in space that much, it doesnt make much difference. Everyone goes at max hyperspace speed all the time though... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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