9 October 2023: Difference between revisions

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I see three likely models:
I see three likely models:


1) The Commune
<i>1) The Commune </i>


All characters pool all of their resources to improve the ship maximally and provide starting capital.<br>
All characters pool all of their resources to improve the ship maximally and provide starting capital.<br>
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It requires liquidation of all private assets, meaning that a lot of backstory / plot hooks become obsolete.<br>
It requires liquidation of all private assets, meaning that a lot of backstory / plot hooks become obsolete.<br>


 
<i>2) (Soon-to-be) worker-owned </i>
2) (Soon-to-be) worker-owned


All characters who work on the ship receive an equal salary / profit share.<br>
All characters who work on the ship receive an equal salary / profit share.<br>
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May make ship improvements slower if people choose not to contribute.<br>
May make ship improvements slower if people choose not to contribute.<br>
Is in line with in-game economic logic, but diminishes in-crew inequality, which may be nice for players.<br>
Is in line with in-game economic logic, but diminishes in-crew inequality, which may be nice for players.<br>
Creates space for politically colored gameplay (corporations hate us! :P)<br>
Creates space for politically colored gameplay (corporations hate us! workers love us! We'll let you go if you give your workers the ship!)<br>


 
<i>3) Capital feeds only itself </i>
3) Capital feeds only itself


All characters who work on the ship, receive an equal salary / profit share.<br>
All characters who work on the ship, receive an equal salary / profit share.<br>
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| Hippocampus ||  (after the sea horses of Sink)
| Hippocampus ||  (after the sea horses of Sink)
|-
|-
| That Second Certain Thing ||  (Death and... taxes, of course, and a Culture reference)
| The Second Certain Thing ||  (Death and... taxes, of course, and a Culture reference)
|-
|-
| Brick's Beautiful Bride ||  (he did meet her after his Bachelor party)
| Brick's Beautiful Bride ||  (he did meet her after his Bachelor party)
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* We get to improve the ship.
* which / how many ship shares does each player want to sell off to improve the ship?
* which ship improvements to we want to make (first)


{| class="wikitable" style="text-align: left;"
{| class="wikitable" style="text-align: left;"
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| Jump drive  || DM -2 || 2||
| Jump drive  || DM -2 || 2||
|-
|-
| Manoeuver drive  || unreliable  (1/36 nonfucntional)|| 2||
| Manoeuver drive  || unreliable  (1/36 nonfunctional)|| 2||
|-
|-
|}
|}


Total ship shares needed for full repair: 15 or (after the start of the campaign) 75 MCr per PoD rules
Total ship shares needed for full repair: 15 or (after the start of the campaign) 75 MCr cash per PoD rules.


<b>Referee Question:</b> do we use original rules or PoD rules for valuation of ship shares? Because they both seem borked for this ship.
<b>Referee Question:</b> do we use original rules or PoD rules for valuation of ship shares (or do we homebrew)?  


It seems like the PoD rules aim to have +- 60 shares per ship, but for something that's worth 318 million credits, that seems bizarrely low.
The rule sets seem incompatible with each other, and PoD rules ignore important parts of the original rules of ship shares entirely, and using either one wholesale, seems to over bork soem aspect of gameplay.  


If PoD, do we adjust the payouts associated with ship shares / ship ownership from the original rules? An annual return of 1000Cr on a 5MCr investment (1 ship share, as per PoD) is ludicrous. It also does not explain why a 25% owned yacht has an annual return of 25000 Cr if the 5 MCr share valuation means you only have 3 ship shares.  
It seems like the PoD rules aim to have +- 62 shares per ship, but for something that's worth 318 million credits, that seems bizarrely low. It seems much more workable to be able to make 'smaller' shares that people can earn more easily.


We could split the difference and assign a ship share a value of 3.18 MCR instead (100 shares per ship), and then assume that the cash cost of repairs is simply higher than ship shares? It would be a great incentive for people to spend ship shares.
If we follow PoD and the value of any held ship share from character generation is now worth 5 times what they were, do we adjust the payouts associated with ship shares / ship ownership from the original rules (retroactively)? An annual return of 1000Cr on a 5MCr investment is, well, stupid. It also breaks down when a 25% owned yacht has an annual return of 25000 Cr (because the 5 MCr share valuation means you'd only have 3 ship shares, equivalent to a (by original rules) 3000 Cr annual payout).  


Homebrew proposal: we could assign a ship share a value of 3.18 MCR (100 shares per ship) or another easy-to-work with value, and then adjusting the number of ship shares needed for each repair based on the cash cost of the repairs, by multiplying the number of ship shares needed to do repairs to an amount that seems reasonable, but is a bit less than the multiplication factor om the ship share value.
This would be a great incentive for people to spend ship shares because they'd be way more valuable as 'ship-repair resources' than as assets held (for passive income reasons, ship shares are utterly useless)
It would also do <i> a lot </i> to diminish the currently ridiculous wealth inequality between Persy and the rest of the party by doubling or tripling (or whatever) the asset wealth of any crew member who owns ship shares but not Persy's wealth (he'd still probably bring in a few more ship shares than any other player, but maybe 2x as many, as opposed to like 10-12 times.
* how many ship shares does each player want to sell off to improve the ship?
* which ship improvements to we want to make (first)


* Which characters do which jobs on board (and do we want people to (be able to) do more than one job?
* Which characters do which jobs on board (and do we want people to (be able to) do more than one job?

Revision as of 05:06, 9 October 2023

The crew has decided to accept the offer of the Drinaxian king (ahem, the Emperor of the Sindalian Empire) to become privateers on the Empire's behalf.

This means the following for the players:

  • the players need to figure out a decision-making structure: principle agreement: aim for something that is flexible and allows for rotation of command roles, but lets characters with domain specific skills act on them.
  • the players needs to figure out a way to handle money. Principle agreements "the ship eats first" and "expenses that benefit the mission-readiness are considered shared".

I see three likely models:

1) The Commune

All characters pool all of their resources to improve the ship maximally and provide starting capital.
All characters who work on the ship, receive an equal salary / profit share.

This probably feels nice for us as players.
Eliminates a lot of character-level bookkeeping.
It seems at odds with in-game reality, and may be unacceptable to some PCs.
It requires liquidation of all private assets, meaning that a lot of backstory / plot hooks become obsolete.

2) (Soon-to-be) worker-owned

All characters who work on the ship receive an equal salary / profit share.
Characters who have ship shares at the start (or 5 MCr in cash), can choose to apply the ship share (or 5 MCr) to the ship for improvements. This entitles them to a(n additional) profit share.
The ship pays out ship shares over time and slowly becomes a fully worker-owned collective.

Decreases wealth + income inequality among all characters (or all PCs) over time to the point of meaninglessness.
Gives characters free choice about using private wealth to improve the ship.
May make ship improvements slower if people choose not to contribute.
Is in line with in-game economic logic, but diminishes in-crew inequality, which may be nice for players.
Creates space for politically colored gameplay (corporations hate us! workers love us! We'll let you go if you give your workers the ship!)

3) Capital feeds only itself

All characters who work on the ship, receive an equal salary / profit share.
No one donates private wealth to the ship.
The ship can take out loans on crew-owned ship shares or other assets to improve itself.
Paying off loans on ship shares become part of the operating expenses of the ship.

Increases income / wealth inequality among PC's, but (if the salary is sufficient) probably not in a way that is salient since we all have "enough" money.
Nicely hypercapitalist, like the rest of the in-game universe.
Higher operating expenses due to loan repayments.
Allows for easy leaving / joining of new characters.
Seems at odds with the clearly materialist leanings of some PCs to leave such an amazing asset unowned.


This means the following for the characters:


  • we get to name the ship

Suggestions here:

Hippocampus (after the sea horses of Sink)
The Second Certain Thing (Death and... taxes, of course, and a Culture reference)
Brick's Beautiful Bride (he did meet her after his Bachelor party)


  • We get to improve the ship.
Improvement Current state ship shares needed
Turret nonfunctional 1
Holographic hull partial function, power drain]] 1
Maintenance cost 10.000 cr/mth 4 (to 2667 cr / mth)
Hull strength 72 2 (to 88)
Countermeasure suite DM+4 2 (to DM +6)
Power plant 75% (195) 1 (260)
Jump drive DM -2 2
Manoeuver drive unreliable (1/36 nonfunctional) 2

Total ship shares needed for full repair: 15 or (after the start of the campaign) 75 MCr cash per PoD rules.

Referee Question: do we use original rules or PoD rules for valuation of ship shares (or do we homebrew)?

The rule sets seem incompatible with each other, and PoD rules ignore important parts of the original rules of ship shares entirely, and using either one wholesale, seems to over bork soem aspect of gameplay.

It seems like the PoD rules aim to have +- 62 shares per ship, but for something that's worth 318 million credits, that seems bizarrely low. It seems much more workable to be able to make 'smaller' shares that people can earn more easily.

If we follow PoD and the value of any held ship share from character generation is now worth 5 times what they were, do we adjust the payouts associated with ship shares / ship ownership from the original rules (retroactively)? An annual return of 1000Cr on a 5MCr investment is, well, stupid. It also breaks down when a 25% owned yacht has an annual return of 25000 Cr (because the 5 MCr share valuation means you'd only have 3 ship shares, equivalent to a (by original rules) 3000 Cr annual payout).

Homebrew proposal: we could assign a ship share a value of 3.18 MCR (100 shares per ship) or another easy-to-work with value, and then adjusting the number of ship shares needed for each repair based on the cash cost of the repairs, by multiplying the number of ship shares needed to do repairs to an amount that seems reasonable, but is a bit less than the multiplication factor om the ship share value.

This would be a great incentive for people to spend ship shares because they'd be way more valuable as 'ship-repair resources' than as assets held (for passive income reasons, ship shares are utterly useless)

It would also do a lot to diminish the currently ridiculous wealth inequality between Persy and the rest of the party by doubling or tripling (or whatever) the asset wealth of any crew member who owns ship shares but not Persy's wealth (he'd still probably bring in a few more ship shares than any other player, but maybe 2x as many, as opposed to like 10-12 times.


  • how many ship shares does each player want to sell off to improve the ship?
  • which ship improvements to we want to make (first)
  • Which characters do which jobs on board (and do we want people to (be able to) do more than one job?
Role Mandatory? Character
Captain M on rotation / watch? maybe we use a 'commander' role instead?
Pilot M Randy / Diogo / (Persy)
Astrogator M Persy
Engineer M Pent / Stigo / Diogo
Maintenance M Pent / Stigo / Diogo
Gunner (barbette) M ?
Gunner (turret) X ?
Medic M Heloise
Broker O Persy
Steward O Persy
Marine 1 O Brick
Marine 2 O Franky
Marine 3 O 2


  • What kind of watch schedule do we set?

With a crew of 8 we could do a schedule that gives everyone 1 day + night with just 1 three hour shift every four days, and between 6-9 hours 'on' on the three intermittent days. We could pair 'command-capable' crew with 'non-commander' crew like so: https://www.followingseas.media/blog/2017/5/8/best-watch-schedule-ever

This seems like a very gentle, and relatively sociable schedule.

  • other?


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