I tried looking through old threads for something on this, maybe I missed it.
Anyway, I was fooling around with some aspects of economics and noticed that in CT / MT that cargo is supposed to pay 1000 Cr per ton when taken as part of a ship's load. I couldn't find any adjustments for jump distance, etc.
What I noticed from that is that any merchant ship that has greater than a M1 J1 capacity is losing money per ton of cargo compared to that baseline. That is, if you go from say J1 to J3 you lose about 10% on the value of the cargo due to increased fuel, crew, maintenance, and other operating costs.
Since the rules don't appear to have any adjustment for jumps p distance this is a serious problem. It becomes uneconomical to take cargo if you are jumping more than about J2 or have more than an M1 drive on a ship.
This could be extended to other "add ons" the ship might have like armament (if truly necessary), or the like.
I think there should be an adjustment for cargo based on jump distance, cost of down porting it if you can't land, cost of maneuver drive time (if greater than some norm for whatever reason), etc.
Sure, there is some economy of scale. But, for most Traveller play and groups we're talking ships under 1000 tons and operating on pretty thin profit margins.
An example might be raising the cost of cargo per ton to 100 Cr per Jump number greater than 1 and 25 Cr a ton for a maneuver number greater than 1. If the ship is paying for full delivery without landing add 50 Cr to cover that cost.
Those are just some preliminary numbers, not something I calculated out exactly.
Your thoughts?
First, thanks for bringing this up! This discussion has been great grist for my understanding about some of the elements of Classic
Traveller. (Which is the rules set (along with
MegaTraveller) under discussion from the OP.)
The key for me is this, which I brought up in post #102:
Fuel. Refined and Unrefined.
A Jump-3 ship is going to have the reach to get to A and B without having to stop at lower class starports more often than not. This means the ship can regularly use refined fuel. This means the ship is not regularly risking drive failure and misjumps.
A Jump-1 ship will not be able to make it regularly from A and B ports to A and B ports. This means the ship will regularly be buying or skimming unrefined fuel to get to the next jump. A ship using unrefined fuel risks drive failure
every week, and a risk of misjump every time the Jump Drive is activated. Drive failure can result in events ranging from lost time for repairs or flushing of the fuel system to a matter of life-and-death if the Power Plant goes out and the emergency life support batteries go out before repairs can be made. All of this, of course, will affect the crew's financial health as well as their literal health in terms of time lost, money lost for repairs, and so on.
I offer, then, that a Jump 3 ship is, in fact, not losing money compared to the Jump 1 ship. Because a Jump 1 ship is going to be dealing with at least the risk of drive issues if not actual drive issues. Moreover, if the drive issues occur, they will most like not be in a A or B class starport system, and instead by in a C class system ("reasonable repair facilities"), or D, E, or X class system (no repair facilities) when things break down.
The Jump 3 ship, in contrast, will most likely be in a A or B class system.
As an example, if we look at the Regina subsector, we can see that apart from the gap in the center of the system that requires a jump to Roup, Whanga, or Knorbes, we see that a Jump 3 ship can safely travel to all the A and B ports in the subsector (and off it), allowing both the crew and passengers the knowledge they don't even
risk having drive failures or misjumps.
Meanwhile, a Jump 2 ship can build a nice circuit between several ports offering a solid range of destinations while offering their passengers the same guarantee. But they are limited in how far they can go with that guarantee.
And a Jump 1 ship will never be able to make that assurance outside of the two circuits centered on Pixie and Efate, respectively.
[The gap in the center of the subsector offers a lot of interesting options. Which liner makes that run? Often do ships make it? On what conditions do passengers risk it? Is work being done to get an A or B starport into place? Is someone sabotaging it? Was one there and was it attacked?]
Overall, there is a solid upside to having a Jump 3 ship in the setting of Classic
Traveller -- and that is found in efficiency, safety, and reliability of travel. Jump 1 ships will, over time, be dealing with many more problems, if not anything from suffocation as the life supports dies out to "shipwrecking" on a system as the crew wait for parts to arrive, to need to steal or wheedle what supplies they need to keep going. A Jump 3 ship will seldom be in this position.
Because of all of the above, I do think think there is a need to monkey around with cargo cost or per parsec rates. The advantage Jump 3 ships have is their ability to travel from safe harbor to safe harbor again and again.
As to the point of why it costs
more to travel more slowly through the stars on a Jump 1 ship, I'll repeat the points I made upthread:
The issue of refined and unrefined fuel alone will be enough to make anyone off the main routes between A-A, A-B, and B-B routes be thankful for the Type A merchant that comes along on an irregular basis. Most Jump 3 ships will never bother visiting most worlds in a subsector due to unrefined fuel, let alone the threats of piracy found in C, D, E, and X starport systems.
One does not always have the luxury of taking a Jump-3 ship. The fact is, getting from one planet to another (and then another and another) when one is off the beaten track will depend on people willing to go to places lots of people won't go and taking risks most people won't take.
Passengers on worlds off the "safe" trade lanes must accept the fact it will take longer and be more costly simply because of the "supply" element of "supply and demand" when it comes to starship availability.