Main - Chapter 8: Dianreti III

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Oct 22, 2024 11:40 pm
OOC:
If The CVHank wants to use the new ship funds get however many of the drugs Mercer will agree to selling with a 70/30 split of what is available until whatever the CVShip Funds buys is sold off. So the CVShip Funds has priority.
So If the CVShip Funds buys 50 and the Mercer buys the other 50 and we sell 24 somewhere 16 of the sale will be for the CVShip Funds and 8 will be Mercer's, until all of the CVShip Fund's are sold. Letting the CV have less risk.
OOC:
If Corbin doesn't want the mission I am willing to forgo.
Last edited October 22, 2024 11:59 pm
Oct 22, 2024 11:55 pm
OOC:
Quote:
If The CV wants to get however many of the drugs Mercer will agree to selling with a 70/30 split of what is available until whatever the CV buys is sold off. So the CV has priority.
The CV is out of the game. Valeria / the ship won't speculate with cargo anymore, there is no need nor benefit, the money is now enough for everything up until disassembly. So now it's only up to you guys, with the new ships funds and your own money. Hank even has an ITC license for it ;)

See my IC post above.

Did you mean the new ships funds?
Oct 22, 2024 11:56 pm
OOC:
Yes. The New Ship Funds.
Oct 23, 2024 2:56 am
OOC:
Okie dokie!
Hank is still completely taken aback and stunned by the surprise. "I ... I don't know what else to say other than, thank you! I will definitely use this starting here and at Englene!"

He pauses some more, genuinely touched by the gift. He quietly says, "Thank you."
OOC:
As a complete aside, this new development means I am now 100% locked into what skills Hank will be taking for levels 5 and 6!
---------
Now, on to the Ship's Funds. According to PhoenixScientist, the returns were as follows:
- Hank got 11,000 for the Stunners
- Funds got 11,000 for the Stunners
- Funds got 10,000 for the Vibroblades.
Hank will now just roll his money over into the Ship's Funds and not do any personal speculation on the side. He is now all-in on getting that ship. So, that knocks us up to 32,000 as a return for the Ship's Funds.
We add in the 20,000 more from Maya's shuttle sale and 500 from Douklan's contribution and we now have a total of 52,500 for the Ship's Funds.
OOC:
Do I have that correct?
Assuming that is correct, the Ship's Funds will invest in:
- 1 ton of Viridian Root Extract (a total of 50,000 to do so).
- 10 tons of Raw Drugs (a total of 2,000 to do so).
- Have 500 credits left in "cash".

Since the CV is no longer speculating, Hank is going to be taking a bit of a different tack. Instead of trying to truly optimize speculation (like he has been doing with the CV cargo), he will instead focus on churning through as much as possible each jump. Better to make some money each stop than trying to maximize just one piece of cargo.

Also, on the last little bit of the CV speculative cargo, Hank still wants to wait until Englene Station to sell the drives and grav plates because they should do *way* better there. That and the freight destined for there will finish out all of the CV's trade related activities.

Finally, for the freight, after the ship's modifications, how much cargo space do we have? At a minimum, we'll take the Skysilk Juice and Exotic Jewels. Not much profit, but I guess Mercer is correct and it's better than an empty hold. Plus they are both small so they won't cause us any issues on preventing us from doing anything later. If we have lots of space available, we will also take these Raw Drugs, too. But we won't if we are getting tight on available space. There is no way I want anything to do with livestock.
Oct 23, 2024 3:11 am
According to the sheet
Available cargo space: 358 tons
Oct 23, 2024 12:43 pm
OOC:
Corbin's not big on local politics, and Infiltration sounds like 'sneak' instead of a stand up fight. His sneak is not so good. If it's cool with the others, I'd like to slide onto Englene station and see what missions are there.
Oct 23, 2024 3:03 pm
PhoenixScientist says:
According to the sheet
Available cargo space: 358 tons
Then we will grab the Raw Drugs, too, as freight.

Still don't want the livestock.
Oct 23, 2024 3:04 pm
Account balances after sales and wages paid
Celestial Voyager / Captain Valeria Zaytsev: Enough for the trip. We won't track the ship's/Valeria's credits anymore. This "mini-game" is over, you won. =)
New ship's funds: 52,500 credits (including money invested by Hank and Maya)
Corbin: 13,000 credits
Hank: 3,333 credits, 10% shares in Therion Provisions Inc.
Douklan: 1,900 credits
Mercer: 65,127 credits, 45% shares in Therion Provisions Inc.

Account balances and goods after purchases
New ship's funds: 1 ton of Viridian Root Extract, 10 tons of Raw Drugs, 500 credits
Corbin: 13,000 credits
Hank: 1,233 credits, 25% shares in Therion Provisions Inc.
Douklan: 1,900 credits
Mercer: 1 ton of Viridian Root Extract, 75% shares in Therion Provisions Inc., 50 tons of Raw Drugs, 927 credits
OOC:
Is that it? Is Corbin and/or Douklan investing more into the ship's funds? Is Corbin buying something?

OOC:
Esidrix says:
If it's cool with the others, I'd like to slide onto Englene station and see what missions are there.
Okay! I will prepare something while we finish these trades.
Daryen says:
Then we will grab the Raw Drugs, too, as freight.
Valeria/the CV won't deal with freight anymore. No need for it. Let's deliver what's already at the holds in Englene Station and finish this. You can deal in Stellar Express freight (using the same rules) when you have your own starship ;)

Oct 23, 2024 3:37 pm
OOC:
Quote:
Valeria/the CV won't deal with freight anymore. No need for it. Let's deliver what's already at the holds in Englene Station and finish this. You can deal in Stellar Express freight (using the same rules) when you have your own starship ;)
Ok, fair enough. No more freight. Was just trying to grab a little more money along the way. 😎
Oct 24, 2024 7:15 am
OOC:
Can I get a look at The CV sheet? It went private again and I want to look up it's fittings and such.
Oct 24, 2024 8:48 am
OOC:
Yeah, it's an annoying bug. The site owner/ developer is looking into it. I made it public again.
Oct 24, 2024 3:53 pm
When Mercer gets back to the ship after all the trading he goes to find RB. RB, Could you help me with a little project? I don't know much about ship mechanics or turning a ship into a Colony Core, but seems not every bit of the CV's current fittings would be needed. Could you do some research and see what will be needed for the remodel and coming core. I am especially interested in the Sandthrower, Ship's Lockers and Cold Sleep Pods, but really any fittings that won't be needed once we get our final refit in Altaria. I want to buy the fittings from Captain Zaytsev.
Oct 24, 2024 10:51 pm
OOC:
The cold sleep pods are absolutely needed until we get the the final destination and the ship is disassembled.

And honestly, I don't see any of the ship-related ship components that can be abandoned at Altairia. Rather, I would expect we need them until we get to Astralon. We can probably abandon the sandthrower. But that would be to make room for a better weapon. We have to have the cold sleep pods because they are required for us to make spike jumps. The ship's locker is still required for all of the sundries we're gonna need during the trip from Altairia to Astralon. In the case of the ship's locker, I'd even argue that it will be needed at Astralon and will be indirectly repurposed for some boot-strapping with the new colony.

But if Mercer wants to buy ship's systems, the time to do it will be Astralon, not Altairia. The CV needs to be a fully functioning starship until then.

Looking at the list of components, the only item I can see that could be jettisoned at Altairia is the armor (because it should be jettisoned now as it provides no benefit) and the cargo lighter (since we're not going to be doing big cargo runs anymore and the shuttle should be sufficient). Everything else is required to get us to Astralon. And, honestly, all of it will be useful to the colony as it is being set up.

The armory, ship's stores, and extended stores will be good to help bootstrap the supplies while the colony is first being built.

The shuttle and cargo lighter will be useful in managing what trade they get and for local transportation. The fuel bunkers will be useful to keep those vehicles refueled. Heck, even the sandcaster can be reinstalled on the shuttle to provide an emergency defense craft.

Even the cold sleep pods can be useful for emergencies where the medical team is overwhelmed. Keep many people frozen while the problem is addressed, then revive and treat them in batches.

So, really, I would imagine that all of those fittings will likely be useful to and used by the new colony in Astralon.

Of course, Hank is not going to be the governor and doesn't have to manage all of that, so I could always be completely wrong about that.
Oct 24, 2024 10:57 pm
OOC:
That's all theory until the GM decides, so we probably shouldn't be giving reasons to make things harder. Especially since we will have to be real lucky to get a working ship by then anyway.
Oct 24, 2024 11:13 pm
OOC:
Quote:
That's all theory until the GM decides, so we probably shouldn't be giving reasons to make things harder.
Don't worry, it's already designed. Most of the refitting will take place in Englene Station, by the way, after I designed it I saw there was really no reason to postpone much. But we need to finish trading first, let's wait the agreed days for Corbin and Douklan's comments and/or decisions.
Oct 25, 2024 4:53 am
htech says:

Douklan: 1,900 credits
OOC:
Is that it? Is Corbin and/or Douklan investing more into the ship's funds?
OOC:
Douklan can't afford anything on his own, and he's not yet experienced enough to suggest buying a partial share of a minimum lot with someone else.
Oct 25, 2024 1:17 pm
OOC:
Corbin wasn't buying anything at Danretti III - I'm not sure I understand the benefit of the ships fund at this point.
Oct 25, 2024 3:29 pm
OOC:
The main point of the Ship's Funds is to give a mechanism for the NPCs to contribute to the "get a new ship" effort. Hank has merged his efforts into the Ship's Funds to make my life easier. Hank is going to do the same things with both, so there is no reason for me to keep them separate. On his end, I am sure that the GM wants all of the players to use the Ship's Funds to make his life easier.

So, given that, each player gets to make a choice:
1) Leave the Ship's Funds to the NPCs and Hank. Every PC invests on their own and by themselves. That means each PC keeps track of their own funds and investments. The advantage to this is that each person can see how their own investments are growing and can make more detailed choices on commodity selections.
2) Put your investing money into the Ship's Funds and let it go from there. The advantage to this is you don't need to deal with it.

Note that regardless of whether you your investments separate or put them in the Ship's Funds, each sale will be managed through the same rolls, so there is no pricing difference between the above options. Keeping things separate does allow you to not make a sale when the Ship's Funds do, or visa versa. But, considering that there are only four more stops to do this in, and that there are only really two options per stop, the flexibility becomes somewhat ephemeral.

So, pick your poison. I personally don't mind whichever way you want to do it. As I mentioned before, I am perfectly happy to just have Hank and the NPCs in the Ship's Funds and everyone else managing their own funds separately. On the other hand, I am sure the GM would prefer to have everyone's investments in the Ship's Funds in order to keep things simpler on his end.

RB (Repair Bot)

htech

Oct 25, 2024 4:26 pm
OOC:
As Daryen said, it basically comes down to whether you (the player) want to track and manage your PC's money yourself to help buying the ship or whether you just want to merge all your credits into a single account to streamline this "minigame" of trading and buying a ship while you focus your time and effort on other things... If you don't wanna use the funds, no problems from my end. All players can trade (and have fun) dealing with goods and credits, we'll be waiting for all your choices on each planet =)

So, we have all the trading done for Diarenti and no missions here. Moving on...
Mercer says:
RB, Could you help me with a little project? I don't know much about ship mechanics or turning a ship into a Colony Core, but seems not every bit of the CV's current fittings would be needed. Could you do some research and see what will be needed for the remodel and coming core. I am especially interested in the Sandthrower, Ship's Lockers and Cold Sleep Pods, but really any fittings that won't be needed once we get our final refit in Altaria. I want to buy the fittings from Captain Zaytsev.
"Sure, boss. Let me check here... I guess the standard Colony Cruiser uses the following fittings..."
Loading Ark-Class Cruisers...
Massive colony vessels engineered to transport not only people but the very building blocks of a society.

Ship fittingUsage
Exodus bay House vast numbers of cold sleep passengers
Colony core (usually just installed in orbit of Altairia) Ship can be deconstructed into a colony base
Cold sleep pods Keeps crew safe in hyperspace
Drive-2 upgrade Upgrade a spike drive to drive-2 rating
Lifeboats Emergency escape craft
Extended medbay Can provide medical care to crew and colonists
Ship’s Locker General equipment for the crew and colonists
Armory Weapons and armor for the crew and planetary militia
Workshops Can perform general maintenance before and after landing
Fuel bunkers Adds fuel for one more drill between planets
Fuel scoops Ship can scoop fuel from a gas giant or planet
Cargo space (300 tons) Ship can carry other vehicles and resources for the colony

Power usage: 15
Mass usage: 25
OOC:
Mercer, what do you do? For the other players, I'll post something later today (or tomorrow) as the CV arrives at Englene Station
RB (Repair Bot)
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