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On Whether or Not Constructing a New Ship is a Strong Financial Decision and How Our Stocks Should Be Set Up

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First off: I do not believe selling the Artemis is a good financial decision. The amount we'd get for it combined with our liquid assets is not enough to purchase/build a ship that will adequately suit our needs. It would not perform well enough in the areas we need it to, such as crew numbers, weaponry or supplemental components (shuttles, tanks, armory, etc). It would also use up all of our liquid assets, as I stated above, and it is never a good thing to put all of your eggs into one basket. I believe that we should stick with the Artemis for now, or get a similar priced ship and use it until we are able to buy/acquire a ship that will suit our needs much better, and invest our liquid assets into other areas such as R&D, equipment, or we could even invest it into other companys so it isn't just sitting there making no money for us. Now onto the stocks. Dividing the company's value into 100 parts is simple, but unrealistic and makes us much less attractive to potential investors. 'Poorer' investors will be completely unable to buy our stock simply because they do not have the funds and richer investors will find our stock unattractive because the price for a single share is still too much, far too risky and doesn't easily allow reinvenstment of dividends. To explain dividends further, us having a few, very expensive stocks means that when our investors get payed dividends (typically 1-2% of their total stock's value per year) they cannot reinvest that money into our stock. My recommendation is that we split our ~250 MCr value (probably more because our company's value includes all liquid assets and items, etc.) into 10 million stocks, all valued at 25 credits each. This allows poorer people to invest and makes it a much more attractive deal to everyone involved, because the amount you invest is much more variable, and you can much more easily reinvest your dividends into the stock. If anyone with a financial background wants to correct any errors I made or give other advice on what we do, feel free.
"...or get a similar priced ship and use it until we are able to buy/acquire a ship that will suit our needs much better." Regarding getting a similar ship, I do like the mercenary cruiser that was drawn up. But if we are over the margin in financial danger, then perhaps I can suggest the 200-ton A3 Garu-class Far Trader. The Osprey-class is also another A3 Far Trader variant. Regardless of how much shares in Artemis Mercenary Corporation and/or a vessel cost, Gev will still only invest what he has already committed. After that surgery of augments, he's ready for some rest and relaxation, unless there is a pressing situation at hand. If going public is a problem, then let's not go public and use the funds from the Annic Nova and the Artemis Free Trader to upgrade slightly. I have no demands on the specifications save a slight streak in mercantilism in a desire for cargo and passengers. Those are your moneymakers when missions are thin. If we go with my suggestion, we would have money left over to upgrade Computer, weapons, and the like. If anything, I'd ride in a Far Trader that has Screens as taking hits on the armor is unnerving for my character. My Pilot-3 skill is good, but I don't know how good when it comes to starship combat which a well-placed shot will end all of our lives in one fell swoop. This is my contribution, both from the player and the character's standpoint.
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You've mentioned the A3 quite a bit, and I think it could be a decent ship until we can afford the Mercenary Cruiser or something like it. Do you have a link to it? Is it maneuverable? What about weapons and crew amounts? Sorry if this sounds like an interrogation haha
Sorry. My bad. It is the A2 Garu-class Far Trader. Google it's images but I don't recall everything off the top of my head. It first appeared in MegaTraveller The Flaming Eye Campaign Sourcebook.
Financially for the characters having 2 ship is better. But it might be hard to deal with for the GM and could slow things down or divide the group. Artemis Co. isn't a public company it was incorporated to be an owner operated statship the current shareholders are only interested in selling shares to employees.
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I meant we sell the Artemis and buy a ship around it's price that suits our needs a bit better, and use it until we have the ability to buy/steal our dream ship. This way we have a semi-decent ship and money to spend on things we might need.
Taking this suggestion at face-value, we could, in theory, do much better with two separate ships. Keep the Artemis 1 pedestrian and mundane looking, for blending into normal traffic Add a Bay Weapon for Orbital Bombardment Add a Machine Shop & Electronics Lab Add a Docking Bay to receive our "Armored Limo" Ship's Boat Secure a stateroom for our important guests Leave some room for Cargo This leaves the new ship to focus on being an atmospheric close-air-support dropship with Crew Quarters & Amenities, and Armory. Problems: Jump times are inconsistent, even along the same course at the same time. One ship could jump in perhaps even 2 days in advance of the other. Going into a hostile environment, this is a non-starter. Is there a way around this?
Pakkrat said: But if we are over the margin in financial danger, then perhaps I can suggest the 200-ton A3 Garu-class Far Trader. The Osprey-class is also another A3 Far Trader variant. Links would help. :)
Pakkrat said: Regarding getting a similar ship, I do like the mercenary cruiser that was drawn up. But if we are over the margin in financial danger, then perhaps I can suggest the 200-ton A3 Garu-class Far Trader. The Osprey-class is also another A3 Far Trader variant. Or maybe the 300dT stretched version: <a href="http://www.freelancetraveller.com/features/shipyar" rel="nofollow">http://www.freelancetraveller.com/features/shipyar</a>...
I saw this as well. I think a modded Far Trader could be good. We'd cut the cargo bay in half, and make the part by the doors into a hanger. The back part could be made into a barracks of sorts or a garage for ground vehicles. Probably some room somewhere to add additional turrets.
Based on the existing plan, ground vehicles should exit via the ramp at the front. So the garage should be near the front too. The Air/Raft docks just above that, so maybe that's on a lift that can be raised and lowered, for maintenance of the Air/Raft. I vote we put the turrets on the corners of the ship, for maximum 225 degrees x 360 degrees coverage.
While I do like the passenger capability and the extensive cargo of this model, can we see its stats? Also, you guys are killing my character with this jock-minded occupation of the cargo with specialized gear. Cargo space is how a vessel like this survives. Are you so sure that we will have paying missions enough to foot the upkeep bill? The proceeds from the sale of the Annic Nova are nice, but I was looking over your shoulders at all the shopping-spree purchases. Can we hold down the upkeep and keep both the Artemis Free Trader? I know that Gev would love to fly this version of the A2 for sure. Upgrade the turrets, add Screens for sure. Droptanks for added range before re-fueling if need be. But for Runetha's sake (Vargr religious talk that), don't cut into that cargo! I'd sooner eat that space in the Lounge(s) for more staterooms or Low Berths than eat at our breadbasket cargo space. Oh and lose the trees and put a head in each space if you must have public bathrooms. Finally, that forward, downstairs cargo ramp's space can be sacrificed for something else. The two cargo bays on the side provide more than enough access to the cargo area. As your Pilot-Astrogator (and, yes, I am aware that there are other pilots or navigators in AMC), Gev would love this class of the A2Lm "stretched" Far Trader 300-ton. Assuming we keep the Artemis Free Trader 200-ton and if we must have all that tech, mech, and troop modifications, do it on the Artemis. Now, what to name it, assuming we vote in this one's favor.
Found the stats for the 'stretched' model..... Type A2Lm "stretched" Far Trader (Multi) - 300dT Ship: Far Trader (Cargo) "stretched" Class: Type A2long (Multi) Type: A2Lm Architect: MJohnson Tech Level: 14 USP AL2-34222S1-030000-30000-0 MCr 131.378 300 Tons Bat Bear 1 1 Crew: 8 Bat 1 1 TL: 14 Cargo: 97.500 Passengers: 6 Crew Sections: 1 of 8 Fuel: 66 EP: 6 Agility: 1 Craft: 1 x 3T Air/Raft Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 1.314 Cost in Quantity: MCr 105.102 Detailed Description (High Guard Design) HULL 300.000 tons standard, 4,200.000 cubic meters, Close Structure Configuration CREW Pilot, Navigator, 2 Engineers, Medic, Steward, 2 Gunners ENGINEERING Jump-2, 2G Manoeuvre, Power plant-26.000 EP, Agility 1 AVIONICS Bridge, Model/2bis Computer HARDPOINTS 3 Hardpoints ARMAMENT 1 Dual Beam Laser Turret organised into 1 Battery (Factor-3), 1 Triple Empty Turret DEFENCES 1 Dual Sandcaster Turret organised into 1 Battery (Factor-3) CRAFT 1 3.000 ton Air/Raft (Crew of 0, Cost of MCr 0.000) FUEL 66 Tons Fuel (2 parsecs jump and 28 days endurance) On Board Fuel Scoops, On Board Fuel Purification Plant MISCELLANEOUS 14 Staterooms, 1 Low Berth, 6 High Passengers, 97.500 Tons Cargo COST MCr 132.692 Singly (incl. Architects fees of MCr 1.314), MCr 105.102 in Quantity CONSTRUCTION TIME 71 Weeks Singly, 57 Weeks in Quantity COMMENTS Third (empty) dorsal turret is typically configured for triple missile launchers. This turret is controlled from the bridge. The iris valve entry to the passengers, like all off limits areas to the ship, is only able to be opened by crew. Component breakdown HULL Hull: 0.000 Td; MCr 18.000 Armour Factor-0: 0.000 Td; MCr 0.000 ENGINEERING M-Drive Factor-2: 15.000 Td; MCr 10.500 J-Drive Factor-2: 9.000 Td; MCr 36.000 P-Plant Factor-2: 12.000 Td; MCr 36.000; +6.000 EP FUEL P-Fuel: 6.000 Td; MCr 0,000 J-Fuel: 60.000 Td; MCr 0.000 Scoops: 0.000 Td; MCr 0.300 Purification: 4.000 Td; MCr 0.028 L-Hyd Drop Tanks: 0.000 Td; MCr 0.000 AVIONICS Bridge: 20.000 Td; MCr 1.500 Computer Model/2bis: 2.000 Td; MCr 18.000; -0 EP WEAPONRY 1 x Empty Turrets: 1.000 Td; MCr 0.000 1 x Laser Turrets: 1.000 Td; MCr 2.000; -2 EP 1 x Sand Turrets: 1.000 Td; MCr 0.500 SCREENS CRAFT 1 x Air/Raft: 3.000Td; MCr 0.000; Cost of craft: MCr 0.000 ACCOMODATIONS 14.0 x Staterooms (17) : 36.000 Td; MCr 8.500 1 x Low Berths: 0.500 Td; MCr 0.050 Cargo: 97.500 Td; MCr 0.000 Deck Plan Key Lower Deck 1. Bridge 2. Computer 3. Captains day cabin (or spare stateroom – can be double occupancy) 4. Foyer 5. Kitchenette and duty fresher 6. Starboard airlock 7. Starboard turret 8. Starboard equipment store 9. Starboard cargo lock 10. Starboard access corridor 11. Starboard sensors 12. Starboard maintenance access 13. Starboard fuel scoop and fuel purifier 14. Lower engineering 15. Port fuel scoop and fuel purifier 16. Port maintenance access 17. Port access corridor 18. Port sensors 19. Port cargo lock 20. Port equipment store 21. Port turret 22. Port Airlock 23. Cargo office 24. Low berth 25. Medical centre 26. Ships locker 27. Captain’s stateroom 28. Forward Cargo Ramp 29. Main (lower) cargo deck Upper Deck 30. Upper engineering 31. Fuel 32. Passenger lounge 33. Passenger stateroom (high passage) (6) 34. Passenger galley 35. Crew Lounge 36. Crew stateroom (5) 37. Crew gallery
If I recall, which I probably don't, the Artemis wasn't built for atmospheric stuff. One way or another, we need an atmospheric ship for Close Air Support. The ship that must stay in space can worry about the cargo, except for when some of it has to be shipped to ground. Besides, as a pilot, Close Air Support is your job. Which do you want to be flying when you do it; the Artemis , or the new ship?
Another thing, I like about this variant of the A2 is that it has a third hardpoint, a third spot for a turret. Mount a defensive sandcaster and two beams and we have some better point-defensive capability. This thing has a crew of 8. I hope that all the characters are trained in a ship position. Else, we are wasting a crew stateroom on a non-crew personnel. Passengers are gold when it comes to taking on cargo, passenger, mail and speculation cargo for sale at destination. These things are foremost on Gevaudan's mind for this 300-ton beauty.
Would you prefer we keep the "Armored Limo" on board the new ship, for the sake of luring more and better passengers on board?
The Artemis is capable of landing and can maneuver in atmosphere. It's a starship, but it is not a aerospace fighter or a system defense boat. Trade-offs, neh? I like the name Pegasus , since we are using Greek mythology names thus far. I also like Pan, or Artemis' Satyr, to be more promiscuous. *giggle* In fairness, yes, Gev would fly both based on the mission type. I know that there is at least one other Pilot out there, Engineers, Medic for sure and a Navigator. Now, which of you grunts cares to spend some time in the turret and running bull's eye simulations for a few weeks? Note here that the third turret is controlled by that fourth chair on the bridge. Nice that.
At what point in this thread was there an actual decision, one way or the other, about anything?
Hmmm. Don't think so.