Hi Wil,
Thank you for the information.
I have always read many of the changes found in the 1981 edition as correction to the 1977 edition. So while it is correct that the 1977 edition requires life support spent on all state rooms and lower berths whether occupied or not, the rules were changed in 1981 because it was a good idea to do so. In the same way the rules for partial fuel consumption on Jumps were introduced in 1981 because it was a good idea to do so.
Moreover, the design of the Type M was altered from the 1977 edition to the 1981 edition.
It seems to me easier to assume the Type M was originally built incorrectly (and it is rebuilt in the 1981 edition) and a few rules corrected (life support expenses altered; partial fuel consumptions based on Jumps) than drill down into one particular ship to re-interpret rules on commerce and travel that are otherwise clear.
As for the Type M, it loses money on a Jump 3, makes a profit on a Jump 2, and makes more money on a Jump 1. The trick, then, is to find a circuit of worlds that takes advantage of its strengths, even if it this means it might lose money on one leg of its run. That is to say, figuring out how to make money of the Type M might be one more mini-game in Traveller. And it seems to me making a profit with a space ship is definitely one of the mini-games of the games. (This leaves aside the need to take on high-risk/high-reward jobs on the side.)
Given that the Type M (per 1981 rules) can make a profit if the circuit is chosen and managed carefully, I can only say "Yes, it's hard. Yes, the margins are small. Yes, only crazy people would try it."
But then I look people who start restaurants. Or coffee shops. Or their own video game company. Or a small pen & paper game company. Or freelance writers...
I am, after all, a writer. I would say, in part, I am a writer because I fell in love with Hans Solo's life in STAR WARS and the vision of the Free Trader in Traveller. (No joke here, it's all true.)
The folks who decide to own and run a starship in Traveller are not people looking for a stable life first. They want a stable life, yes, but they have priorities that put other things first. The need for travel, the need for novelty, the need to be your own boss. I speak from experience: Those can be powerful lures for some people. They can also make your life a constant battle at the edge of financial dissolution. The profit margins are tight, the work income never lines up the way you want, you have to be really good at managing the money and planning for the fallow periods.
I say all this to suggest that there might be a temperament required to be the owner of a starship in Traveller is very much the spirit of the entrepreneur, the freelancer, and the small business owner... all of which accept the close calls month to month to keep doing what one values most and building toward something that one dreams of succeeding at if one pushes on long and hard enough.
I'm not saying it makes sense. I am saying it is out there as a possible way of living one's life and there are plenty of people willing to give it a try.
No, the Type M loses money on a 1 parsec in both 77 and 81 whether you go per jump pricing or not. It's a bad design unless you're using per parsec pricing, and keep it to J2 or J3.
Bk2 -81 does not change the subsidy nor the "all jump fuel used regardless of distance"
It doesn't lose as much under '81. But it still loses.
21 Pass SR, 20 LB, 129 Td cargo, KCr34.7 monthly salary (KCr17.35 per two weeks, 195 tons fuel per jump (KCr97.5), KCr9.48 maintenance slice, KCr18 Crew LS.. She needs KCr124.32 to operate.
on Subsidy, her gross receipt on income is halved before expenses, resulting in figuring it thusly for per jump: Net income of (10/2)–2=KCr3 per HP, (8/2)-2=KCr2 per MP, KCr0.4 per LB, and KCr0.5 per cargo ton. Maxing out at that rate; assuming max Pass, KCr42 from 21 HP, KCr8 from 20 LP, and KCr64.5 for cargo, +KCr10 for mail. Max income KCr124.5, assuming 100% full. That's close enough to allow spec to make the difference... but the net profit on subsidy is VERY VERY VERY slim. Slim enough that only an insane bank would finance it even on subsidy... The more typical pop 7 is only getting 3.5 HP and 3.5 MP...
If going by per parsec, instead, those become the J1 numbers on subsidy.
J2 HP is then (20/2)-2=Net KCr8, and J3 HP is (30/2)-2 =Net KCr13
J2 MP is then (16/2)-2=Net KCr6 and J3 MP is (24/2)-2 = Net KCr10
J2 LP is then (2/2)-0.1=Net KCr0.9 and J3 LP is (3/2)-0.1=Net KCr1.4
J2 Cargo is (2/2) =Net KCr1, and J3 cargo is (3/2) =Net KCr 1.5
So topped out, J2 per parsec would be 168 (HP) + 18 (LP) + 129 (Cargo) + 20 (mail) = net receipts of KCr335 for a startlingly good profit, as net reci
J3 per parsec pricing would be KCr273 (HP) + KCr28 (LP), + 193.5 (Cargo) + 30 (Mail) =Net Receipts of KCr 524.5.
It almost works on per jump under Bk2-81. Almost, but not quite. Because, unless you allow posting for multiple destinations, you can't fill it on a regular basis, and typical spec on a route runs about an average of KCr 1.5 to KCr2 per ton... Note that a liner must bias for high pop worlds, and the subby must needs have several MCr on hand to leverage the spec opportunities. (On the other hand, once you hit that big score, you're better off hiring a captain to run her for you, or even arrange a loan assumption, and go buy another one outright for cash and operate it...
And the cost per jump for on standard loans: Cr987,375/mo, or Cr493,688 per jump... but the income is much better
J1 per Parsec, or any under Per Jump: HP Net KCr8, MP Net KCr6, LP KCr0.9, Cargo KCr1, Mail +20
J2 per parsec: HP net KCr18, MP KCr14, LP KCr1.9, Cargo KCr2, Mail +40
J3 Per parsec: HP net KCr28, MP KCr22, LP KCr2.9, Cargo KCr3, Mail +60
The revisions seem to be aimed at both verisimilitude and making per jump work for the Type M.
CT-77 is NOT the same game as CT-81... especially for the Type M.
This is why I say they "changed the paint" between the two - the differences are there and make the Type M an interesting challenge - rather than a grim fate if run under CT-77.
But note also - CT-81 still doesn't allow crew skill to increase fill rates. That happens with Bk 7...
Which adds...
- Admin Levels to MP available
- Steward at Level (or Carousing at 1 less than level ) are added to HP available
- Streetwise adds to LP available.
- Liaison adds level to number of minor cargos
On the M, assuming each steward's skill applies, that's +3 or +4 HP, probably +2 MP, and 0-18 extra LP, depending upon the crew...
If only the best applies, then it's probably +2 HP, and +2 MP, and +2 LP...
Bk7 is pretty clear prices are per jump, noting it as "Per Trip" to avoid any confusion for "Per Jump Rating"...