As a game mechanic emphasizing playability, cost per jump is fine I suppose, and I do tend to agree that it is the RAW in CT (ambiguities notwithstanding.) But to try to justify rule in economic terms is to overbake the argument... [and more]
This entire post is an apology. It is sincere.
I wasn't trying to justify the rule of Cr 1000 per ton of cargo. I was specifically addressing 'bow's comment that it made no sense for people to pay more credits to take longer to go the same distance on a faster ship. Looking at how all the rules fit together I drew a conclusion that makes sense in the setting implied by the rules in Books 1-3.
Of course the fixed price is arbitrary.
Listen, here's a thing: None of this is real. I don't mean that in a dismissive way. I mean it in a concrete, real way. I mean it in the sense that even the notion of an interstellar empire is suspect. We're blowing smoke up our own asses if we try to take this stuff too seriously.
What I work at is the level that make sense for fiction -- which is the source of the game
Traveller. Not trying to create an actual, running interstellar empire. But something along the kinds of SF novels and short stories that inspired Miller to create
Traveller in the first place. (The works of Vance, Anderson, Tubb, Piper, Pournelle, Norton, Bester, and others.)
If anyone wants, one could begin extrapolating any of the details of any of those stories by those authors and discover that none of them make any sense. But the thing is this: Those stories aren't supposed to be "real." But the settings are consistent within themselves, adding just enough details that the reader can follow along with the actions of the characters -- their efforts, their failures, their successes, their closing in on their goals, their falling back from their goals.
The settings of the stories are sketched lightly, with a few key details and descriptions and suggestions of logic that allow the reader to go, "Oh, okay, got it." In short, they possess
verisimilitude.
ver·i·si·mil·i·tude
noun
the appearance of being true or real.
"the detail gives the novel some verisimilitude"
synonyms: realism, believability, plausibility, authenticity, credibility, lifelikeness
"the verisimilitude of her performance is gripping"
So you know where I am coming from, I think the word
appearance is really important in that definition. If one looks at it, but doesn't look too close it will probably hold up. But if you knock it, bang it, push too hard, it will fall apart.
You might very well be familiar with the term, and if so, I apologize. By defining the word I'm not trying to be condescending but
precise.
In my post I wasn't trying to create an actual economic model. Nor was I trying to justify the obviously arbitrary elements of the game's rules for commerce. What I wanted to do in that post was layout why someone might well pay more to move slowly by using the rules at hand to justify the thinking with a few details that would give my setting the appearance of being true or real. In the cases of SF pulp fiction, this would true or real
enough.
I know there are many people on this board who have players who focus on any and every element of the setting and, from what I have read here, tear things apart because they are not "real." I know that this post -- and posts like it -- often draw from people a strange sort of condemnation: declarations that there is no logic or any sort of consistent setting, a strange notion that there is no consistency and the idea that no one could be satisfied in a setting which doesn't model reality in the confines of a Roleplaying Game of "Science Fiction Adventure in the Far Future."
Because of this I apologize upfront for not being able to answer such concerns, and the fact that I would probably frustrate many of the people who post here if you were in my game.
But the kind of underlying logic that many people want here goes beyond what I need (
verisimilitude) and enters the realm of
modeling fictional reality. Since my play, like the inspiration of the game itself, comes from SF pulp adventure stories, the focus of my Players will be on the challenges at hand -- the adventure, the goals, the failures, the successes.
If a player asks, "But why does it cost more to travel more slowly," I now have an answer. (One that you yourself as being, at least in part, "a good argument.") But more important than being an argument, it quickly sketches lots of color about the setting. As an
idea it touches on the dangers of space travel in general, the dangers of space travel to backwater worlds specifically, the contrast between well serviced worlds, the isolated lives of people living on worlds where the PCs' ship might go but not the regular liners, and so on.
I say all this to thank you for taking my post seriously enough to write the response you did, why apologizing for not being able to respond in the manner I think you deserve. Because the lines of arguments you are using are not the lines I am using. And for that I am sorry.