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Costs of spacecrafts

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Deselect Deselect's picture
Costs of spacecrafts
Greetings! I have just one simple question: where can I find the costs of spacecrafts? Any hints? Thanks a lot.
Decivre Decivre's picture
Re: Costs of spacecrafts
Deselect wrote:
Greetings! I have just one simple question: where can I find the costs of spacecrafts? Any hints? Thanks a lot.
No, but it's safe to say that they are well beyond the means of even the richest starting characters. Spaceships are pivotal locales in the game... the smallest acting as the equivalent of pleasure liners or shipping barges, and the largest essentially treated as small mobile cities unto themselves. If they are gained by the players, they would likely be massive investments (or major thefts akin to the conquest of a city).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Deselect Deselect's picture
Re: Costs of spacecrafts
Hmm, I should have guessed. Thanks anyway. :)
Arenamontanus Arenamontanus's picture
Re: Costs of spacecrafts
While I agree that spacecrafts shouldn't be gear but rather setting, they are clearly cheap enough for there to be rockjacks, scum barges and brinkers. If a group pools resources and rep and work really hard they can get one. There should be a way of estimating things "beyond expensive". Here is how I would do: I assume the current cost scale continues and is roughly exponential. Every level in the normal system is 1.5 or 5 times bigger than the previous: Trivial: 1-100 creds Low: 100-500 Moderate: 500-1,500 High: 1500-10,000 Expensive: 10,000-15,000 Beyond expensive 1: 15,000-100,000 Beyond expensive 2: 100,000-150,000 Beyond expensive 3: 150,000-1,000,000 Beyond expensive 4: 1,000,000-1,500,000 ... Personally I think this is too messy, so I would simply use a logarithmic system: expensive stuff is four figure, beyond expensive 1 is five figure, beyond expensive 2 is six, and so on: Expensive: 10,000-100,000 Beyond expensive 1: 100,000-1,000,000 Beyond expensive 2: 1,000,000-10,000,000 Beyond expensive 3: 10,000,000-100,000,000 Beyond expensive 4: 100,000,000-1,000,000,000 ... Now, if we assume a spacecraft costs (relative to the ordinary economy) like an oil tanker (price a few tends of million dollars), then it would be in my "beyond expensive 3" range. A bigger and better craft would be even higher. Something on the cutting edge relative to the local economy (like the ISS is to ours, cost ~100 billion dollars) would be in the range "beyond expensive 6" to "beyond expensive 7". While individuals can normally not handle money or rep on this scale, this is of course the typical scale for governments and major organisations. But gaming on this level becomes more of a strategy game than a role-playing game.
Extropian
Decivre Decivre's picture
Re: Costs of spacecrafts
If I were to place an extended value system, I might go more along the lines of this: Trivial: 1-99 (50) Low: 100-499 (250) Moderate: 500-1,499 (1,000) High: 1500-9,999 (5000) Expensive: 10,000-29,999 (20,000) Expensive +1: 30,000-199,999 (100,000) Expensive +2: 200,000-599,999 (400,000) Expensive +3: 600,000-3,999,999 (2,000,000) Expensive +4: 4,000,000-11,999,999 (8,000,000) Expensive +5: 12,000,000+ (40,000,000) I've noticed that there is a quick pattern to the average costs of each value level, even if there is no real pattern to the range. I figured keeping to this pattern might be best in deciding how to expand the economy system. That said, prices still remain well beyond the capabilities of anyone to purchase.
Arenamontanus wrote:
While I agree that spacecrafts shouldn't be gear but rather setting, they are clearly cheap enough for there to be rockjacks, scum barges and brinkers. If a group pools resources and rep and work really hard they can get one.
The majority of brinker habitats I'd imagine would actually be nano-fabbed housing built into asteroids. As for scum barges, most of them were probably adopted as homes by the people who evacuated within them. They are the last remnants of what was once the ships of nations that were fleeing their homeland. While they may be in disrepair and shoddy nowadays, they were probably once pinnacles of fast-design in a time when we were busy fighting the greatest threat to our existence.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Arenamontanus Arenamontanus's picture
Re: Costs of spacecrafts
Decivre wrote:
The majority of brinker habitats I'd imagine would actually be nano-fabbed housing built into asteroids. As for scum barges, most of them were probably adopted as homes by the people who evacuated within them. They are the last remnants of what was once the ships of nations that were fleeing their homeland. While they may be in disrepair and shoddy nowadays, they were probably once pinnacles of fast-design in a time when we were busy fighting the greatest threat to our existence.
If you can build housing in space, then you are almost an owner of a spacecraft. You just need to add propulsion to it. It might not be the most elegant craft imaginable, it might have lousy steering or acceleration, but it is able to move.
Extropian
nick012000 nick012000's picture
Re: Costs of spacecrafts
Actually, I'm not sure that most Scum Barges are all that poorly maintained. It'd be simple enough to nanofab up a bunch of repair bots and have them do the repairs autonomously, even without direct guidance from fully-sapient egos.

+1 r-Rep , +1 @-rep

Decivre Decivre's picture
Re: Costs of spacecrafts
Arenamontanus wrote:
If you can build housing in space, then you are almost an owner of a spacecraft. You just need to add propulsion to it. It might not be the most elegant craft imaginable, it might have lousy steering or acceleration, but it is able to move.
True, but I don't think that's the sort of spacecraft that the original poster was asking about. I mean if you ask me to build you a car, I can probably do so with a few metal poles, four wheels and a lawnmower engine. Don't think it'll be the car you're asking for, though. :D
nick012000 wrote:
Actually, I'm not sure that most Scum Barges are all that poorly maintained. It'd be simple enough to nanofab up a bunch of repair bots and have them do the repairs autonomously, even without direct guidance from fully-sapient egos.
Perhaps, but remember that a good portion of those who utilize scum barges aren't exactly rich or well-equipped. Remember, "scum barge" probably wasn't the original term for these ships. It was probably a colloquial term granted due to their popularity amongst a specific political group. They are mainly patchwork ships, now... maintained by groups of people who nanofabricate/buy/steal new parts to replace old ones, and may or may not fully comply with the original designs anymore.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Cloud and Water Cloud and Water's picture
Re: Costs of spacecrafts
I was thinking about what would actually go into building a spaceship in the EP universe. It seems you'd first need a blueprint, which might be the largest cost, especially if you need one custom designed. I imagine open source BPs are available though. Then you'd need the raw materials, so depending on where you're building it the cost may be relatively small(planet or moon with large amounts of diverse feedstock) to very high(habitat away from any asteroid fields or planetary bodies). I imagine a spaceship would need some rare elements to build, so you may need to have them specially shipped to you at a highly variable price, depending on if your shipment can be included with others on standard shipping lines or if a special trip needs to be made to get them to. It seems like building a ship in an isolated area would cost an impractical amount if only due to shipping costs. Finally, you would need to put the thing together. I'm not sure if blueprints can be used with nanoswarms outside of fabricators, but I don't see why they couldn't. It might require a nano programmer to be egocast in, who's services might cost quite a bit. All in all, if I had to put a pricetag on a new ship, let's say an open source design small courier that could transport a dozen people or a few tons of cargo built in a large, well equipped shipyard in mars orbit, I would start it at around 5-600,000 credits. The cost would probably skyrocket from there with luxury cruisers, large transports, and warships. I just don't see common ships costing millions and millions of credits in a setting where it seems relatively small groups of people can pool their resources and build entire habitats.
Arenamontanus Arenamontanus's picture
Re: Costs of spacecrafts
In our world the main reason spacecraft are absurdly expensive is simply the deep gravity well we have to get out of. In EP this is almost no problem, mainly because most people live above the well. The second reason spacecraft tend to be expensive is that the space environment is pretty harsh (everything from vacuum welding to radiation to thermal control issues), and everything is overdesigned to cope with it. In EP we have a century of experience with space, much better materials and likely lots of designs that solve common problems. The third reason space is currently expensive is of course current near-monopolies, which are gone in EP. I think building big things in EP is much easier than building big things today thanks to robotics, fabbing the exact right parts, nanoswarms for detail work (I doubt they are cost effective for making bulk objects). But compared to the "design and print" engineering most people do this is still far out there: this is one area where traditional engineering methods are important, so it looks awesome to the people who are used to "print engineering". So while the cost for the parts may be much lower than today, the real cost is the services. You need real space engineers to put together the blueprints (even if they are just a compilation of open source airlocks, hull, engines, hab modules, reactors, sensors, guns etc.), check that they make a workable ship, set up the manufacturing logistics, run the assembly process and shakedown tests. That is the real cost. Spacecraft are in a sense handmade, and their price will be proportional to the salaries of highly skilled (and sought after) experts and what they can squeeze out of you.
Extropian
Decivre Decivre's picture
Re: Costs of spacecrafts
I also think it fair to note that a ship is on scale more difficult to create than a habitat. Ships must have guidance systems, life support, propulsion, and other such aspects. On the other hand, a habitat is essentially just a location with a life support system. Building a habitat can as easy as taking an asteroid in stable orbit and plugging in a nanofabricator and air recycler. If we build a ship or habitat for info- or synthmorphs, the requisites are even easier; a ship ceases to need life support, and a habitat just becomes anyplace that said synthmorphs call home, or a collection of infomorph servers.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
nick012000 nick012000's picture
Re: Costs of spacecrafts
Decivre wrote:
Perhaps, but remember that a good portion of those who utilize scum barges aren't exactly rich or well-equipped. Remember, "scum barge" probably wasn't the original term for these ships. It was probably a colloquial term granted due to their popularity amongst a specific political group. They are mainly patchwork ships, now... maintained by groups of people who nanofabricate/buy/steal new parts to replace old ones, and may or may not fully comply with the original designs anymore.
Umm... the Autonomists are post-scarcity, dude. They don't need money or anything like that; they just need an nanofabricator (and since one nanofabricator can build another one in five hours, those won't be in short supply, either). Just because their parts might not match their old ones doesn't mean they're poorly maintained; they're just personalised and customised by the crew.

+1 r-Rep , +1 @-rep

Decivre Decivre's picture
Re: Costs of spacecrafts
nick012000 wrote:
Umm... the Autonomists are post-scarcity, dude. They don't need money or anything like that; they just need an nanofabricator (and since one nanofabricator can build another one in five hours, those won't be in short supply, either). Just because their parts might not match their old ones doesn't mean they're poorly maintained; they're just personalised and customised by the crew.
Correction: you need a nanofabricator, supplies and plans. The last one is likely to be the most difficult to provide, as someone has to have the know-how to create the plans for the parts in the first place. The end-result is that they are likely to just get the most competent technician to create a similar part that does a similar job, and not necessarily the original part. Hence, the ship will begin to look piecemeal.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
King Shere King Shere's picture
Re: Costs of spacecrafts
Decivre wrote:
If we build a ship or habitat for info- or synthmorphs, the requisites are even easier; a ship ceases to need life support, and a habitat just becomes anyplace that said synthmorphs call home, or a collection of infomorph servers.
Synthetic life & programs would still need a "lifesupport",of some kind . Some bio conservatives may call that "life" non living, and that life support non existing. Though different, this "life support" (for synth-morphs & electronics) can be quite costly too. However this is often built by default since the world is computerized, so scratching requisites of biological "wetware" & their life support would be reducing costs.
Decivre wrote:
Correction: you need a nanofabricator, supplies and plans. The last one is likely to be the most difficult to provide, as someone has to have the know-how to create the plans for the parts in the first place. The end-result is that they are likely to just get the most competent technician to create a similar part that does a similar job, and not necessarily the original part. Hence, the ship will begin to look piecemeal.
Someone also has to have the know-how on how to assemble the parts & instruct the nanofabricator -correcly. Otherwise the assembled ship will not be what it should have been. In our time People fail or have difficulties when "building" their simple Ikea furniture despite provided the proper pieces & manuals. The results can often be correctly assembled or repaired. Most dont bother though & return it or discard it. "Failed" assembled results can sometimes still be useful though -even if its only as firewood :) I think this will be true even in EP.
fzzy fzzy's picture
Re: Costs of spacecrafts
Speaking as someone who works on modern naval ships, if you had the kind of tech were talking about ships would be damn cheap. You would be virtually removing the materiel and labor costs. All that you would have to pay for is: materiel transport cost(cheap ships with an ai or indebtured crew means your paying for fuel, and if we've got fusion fuel is cheap too. Also the shipyards will be around materiel sources with low gravity to save even those costs) design(simple ai, opensource, mature tech, and you'll be splitting the design cost among all the ships that share the design) exotic materiel (most of the ship will be built of carbon to save weight and cost, I'd imagine most of the conductive components would be conductive nanotubes too.) Base materiels (you have what a couple of indebted infomorphs watching the ai that runs the nanobots that extract the stuff. Look how cheap gravel is by the ton now, then cut that cost by orders of magnitude.) So the only things that are going to cost you are a fraction of the cost of the research on any new tech that went into the ship, a fraction of the cost of the shipyard that is building your ship, marketing (the yard and the ship), profit and wages for the very few people that will actually have a hand in making your ship. Post-scarcity the biggest problem will have been how little time production has had to catch up with the demand of an entirely displaced human population(see profit).
When the aliens offer a post-singularity society. Make sure they're not aiming a black hole at your system.
Decivre Decivre's picture
Re: Costs of spacecrafts
King Shere wrote:
Synthetic life & programs would still need a "lifesupport",of some kind . Some bio conservatives may call that "life" non living, and that life support non existing. Though different, this "life support" (for synth-morphs & electronics) can be quite costly too. However this is often built by default since the world is computerized, so scratching requisites of biological "wetware" & their life support would be reducing costs.
Still not life support; all they need is power. Since synthmorphs use nuclear batteries (and I'm guessing that large dedicated computer systems do the same), chances are that they don't need a refuel for a very long time (I'm thinking several decades, if not getting past a century). This is especially true since much of the technology in EP utilizes superconductors. Even if you do need power, solar generators will obfuscate most of your needs so long are you are within a certain range from the sun.
King Shere wrote:
Someone also has to have the know-how on how to assemble the parts & instruct the nanofabricator -correcly. Otherwise the assembled ship will not be what it should have been. In our time People fail or have difficulties when "building" their simple Ikea furniture despite provided the proper pieces & manuals. The results can often be correctly assembled or repaired. Most dont bother though & return it or discard it. "Failed" assembled results can sometimes still be useful though -even if its only as firewood :) I think this will be true even in EP.
Nah. Nanofabrication is likely as easy as "upload file and press print". The problem is in acquiring or creating blueprints. Someone has to design a part's 3D blueprints before you can create it with a nanofabricator. My guess is that it takes a lot of skill. Plus, if you're trying to replace a part after it has broken, there's a possibility that you don't know how that part was built originally enough to build it again.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
King Shere King Shere's picture
Re: Costs of spacecrafts
The nano fabricated parts & the blueprint would be all thats needed to instruct the assembly workers? No overseeing & instructing engineer? Guess designers & repairmen will make both the architects & engineers extinct professions then.
Decivre Decivre's picture
Re: Costs of spacecrafts
King Shere wrote:
The nano fabricated parts & the blueprint would be all thats needed to instruct the assembly workers? No overseeing & instructing engineer? Guess designers & repairmen will make both the architects & engineers extinct professions then.
Not in places that refuse the use of nanofabrication, or places where nanofabrication isn't a feasible activity due to harsh conditions (such as assembling an aerostat in Venus's atmosphere).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Quincey Forder Quincey Forder's picture
Re: Costs of spacecrafts
What about the price of second hand ships? Look at the Serenity, for exemple. Malcom Reynolds and Zoe Washburne were able to buy the old ship by pooling their pensions together. The ship became their home, with the lively live-in techie Kaylee Frye, and pilot Hoban Washburne. those four are the core crew. So one could think that by pooling ressources together, a group of Sentinels should be able to buy a battered old ship and fix it enough to fly and serve as basecamp. but what says battered and old implies it's buggy, needs constant repays and has likely a capricious AI. (I had the funny idea for an AI that would speak with the voice of Ed Asner and a scottish accent. "What 'ave ye done tae me precious hull, ye daft punks?!"; "Why dae I have tae bear a name? dae ye humans name evert'ing? Daes the ether need a name? daes t'at overgrown rock t'ere need a name?" -"Actually that overgrown rock is Oberon" "Ach, fine, t'en I'll be Oberon as well!" -kudos who recognize those last three lines!) Heck finding ressources for maintaining the ship could provide extra-Firewall storyhooks. Beside the ship could have an history of its own before the PCs got it. Maybe some faction wants it, and wants it bad.
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Thampsan Thampsan's picture
Re: Costs of spacecrafts
The DIY option is still valid; which means the second-hand or salvage idea is still valid. As far as I can see for something to be pure (useless) scrap in EP it needs to be somewhere hard and dangerous to get to, or to be so unrecognisable that those who run across it don't recognise the value - because anything else is more or less salvageable with the right technology and knowledge. So if a shuttle crashes on Mars, unless it is deep in a TITAN infested area chances are some Ruster is going to round up a few 'old boys' to pick it up on their grav pick-up and bring it back to either turn into scrap and raw material for fabbing other stuff, or to do it up. Motivation is important and so if a player wants a space-ship chances are they are going to figure out how best to get one. If they can't afford it, then they might steal it. If they can't steal it, maybe they can salvage it. If those ideas don't work, building one from scratch is a possibility with the right specialities because nothing is stopping you fabbing a fabber until you have enough industrial sized fabbers to pump out the raw parts, then you could build a ship essentially by cobbling together all these pieces. Naturally this will take A LONG TIME but it is possible and likely what the autonomists do (if they can't flat out just salvage a ship). So really any of the prices that have been presented here are a great idea for how much a ship might 'cost' in hard creds, but there are other ways to achieve the same goal if you have the time and patience (and the knowledge).