If you keep playing "the same game" (chasing after ticket revenues, primarily), then you are quite correct.
Why?
Because if ticket prices are "fixed" per jump ...
not per parsec ... then starships with more powerful drives are hit with a quadruple whammy to their profit margins.
- Construction costs are higher
- More powerful drives require more crew positions
- Revenue tonnage fraction is lower
- Fuel requirements increase (to ruinously expensive levels if needing to buy fuel from starports)
You can't do anything about 1.
You can't do anything about 2.
You can't do anything about 3.
The only thing you can mitigate from a design standpoint is 4 ... using a streamlined hull, a fuel purification plant and wilderness refueling at every opportunity (because the "price" for wilderness refueling is "free" if the local authorities do not object).
All of those factors combine (conspire?
) to make high power drive starships "uneconomical" if all you're relying on for profit margins is ticket revenues. Worse, under most nominal conditions, your operating expenses will often exceed what you can reasonably obtain in ticket revenues, even with a 100% full manifest, simply because your starship is so expensive to construct and expensive to crew/sustain/maintain.
However, as we all know ... the REAL profit margins are "not to be had" from dealing in penny ante services like passengers and freight ticket revenues.
The REAL PROFITS are to be found wheeling and dealing in speculative goods arbitrage ... and for THAT business, which is a VERY DIFFERENT GAME from passengers and freight ticket revenues ... you actually DO want a starship with a long jump range (either by single or double jump) in order to move QUICKLY between markets of optimal buy to optimal sell. The faster you can move speculative goods for increased profits, the better ... because speculative goods arbitrage can rapidly exceed Cr2000 per ton profit levels.
When 40-60 tons worth of speculative goods arbitrage can net you profits in the MCr range for a single delivery, it's "okay" to operate in the red when dealing in ticket revenues only. It's something I "found" during my
Race to Profitability starship design comparison exercise almost 3 years ago now. All of the "dice rolls" for opportunities were exactly the same (so parallel universe type stuff), so that the difference in capabilities between the two starship designs and business philosophies could be brought to the forefront.
The big takeaway was that the "ideal" ACS scale merchant (who wants to get filthy rich) is a
tramp that relies on ticket revenues "to pay the bills" between the "lucky hits" on speculative goods opportunities. The main source of profits doesn't come from ticket revenues, it comes from speculative goods arbitrage. After that, it's largely a question of finding the right "balance point" where your starship can transport useful quantities of "most" of the speculative goods cargoes as quickly as possible to destinations with the highest odds of selling for advantageously high prices (and thus, profit handsomely).
Really low end merchants, like the J1 Free Trader, more or less
have to make ends meet using ticket revenues as their primary source of income ... with speculative goods arbitrage providing the occasional windfall. The reason for this is because their short range (1 parsec) severely limits their available destinations at any particular point along their route. With J1, you can't get "anywhere interesting" in a hurry.
J2 merchants, like the J2 Far Trader, are beginning to shift away from depending on ticket revenues as their primary source of income. With a 2 parsec range, it starts becoming practical to get serious about "gambling" with the speculative goods market, when it is advantageous to do so.
At J3+ ... you're probably "never" going to be able to cover your operating expenses on ticket revenues alone. With "clipper" starships capable of J3+, your primary source of income is speculative goods arbitrage. Passenger and freight ticket revenues diminish in importance down to the level of being a "side hustle" to your speculative goods tramp trading arbitrage capability.
What's unexpected (or at least, I didn't anticipate it enough when I first encountered the notion) is that J2+2 range can ALSO break into that J3+ "clipper" starship arena, in which passenger and freight ticket revenues are "nice to have" but what you're mainly after are the speculative goods arbitrage opportunities. The difference is that with collapsible fuel tanks enabling the double jumping performance, you're able to more "flexibly" manage your revenue tonnage fraction between needing to go long distance or short distance to pursue speculative goods arbitrage opportunities.