I see the effect of increased jump range to be providing a smaller quantity of cargo/passengers but with a substantial speed/promptness bonus.
This is where you need to start paying attention to the MAP and thinking in terms of second order factors, rather than just treating everything as being equal inside of a vacuum when thinking about things from a Tramp Merchant operating perspective.
Let me give you an example.
J1
Free Trader vs J3
Subsidized Liner
Let's say that both ships arrive at the same world and advertise that they're looking passengers and cargo going outbound, but their next destination is going to depend on where the greatest demand for their services is directing them go (supply, meet demand).
So let's imagine that our two competitors are starting at Paya/Aramis/Spinward Marches.
This is what the map of destination opportunities looks like for the J1
Free Trader:
And here's what the map of destination opportunities looks like for the J3
Subsidized Liner:
Going STRICTLY by LBB2.81, p11 (so we're all looking at the same reference source material), here are the yields for the destination opportunities from Paya/Aramis/Spinward Marches (Pop: 2, TL=9) for the two respective ships:
J1
Free Trader:
- Rethe (Pop: A, TL=-1DM): High 1D-1D+3-1 Middle 1D+3-1, Low 2D+3-1, Major 1D-2+1-1, Minor 1D-1+1-1. Incidental Cargo none
- Dhian (Pop: 6, TL=-1DM): High 1D-1D+0-6-1 Middle 1D+0-6-1, Low 2D+0-6-1, Major none, Minor 1D-1-1. Incidental none
So on balance, before throwing dice for results, it's rather likely that the better option for the J1
Free Trader is to choose Rethe as their declared next destination (guess why...).
Compare that to the alternative.
J3
Subsidized Liner:
- Wochiers (Pop: 8: TL=0DM): High 1D-1D+3-6+0 Middle 1D+3-6+0, Low 2D+3-6+0, Major none, Minor 1D-1+1+0. Incidental Cargo none
- Algine (Pop: 9: TL=-5DM): High 1D-1D-12-5 Middle none, Low none, Major none, Minor none. Incidental Cargo none
- Yurst (Pop: 6: TL=-1DM): High 1D-1D+0-1 Middle 1D+0-1, Low 2D+0-1, Major 1D-2+0-1, Minor 1D-1+0-1. Incidental Cargo none
- Treece (Pop: 8: TL=-1DM): High 1D-1D+3-1 Middle 1D+3-1, Low 2D+3-1, Major 1D-2+1-1, Minor 1D-1+1-1. Incidental Cargo none
- Moughas (Pop: 5: TL=+2DM): High 1D-1D+0+2 Middle 1D+0+2, Low 2D+0+2, Major 1D-2+0+2, Minor 1D-1+0+2. Incidental Cargo none
- Rethe (Pop: A: TL=0DM): High 1D-1D+3+0 Middle 1D+3+0, Low 2D+3+0, Major 1D-2+1+0, Minor 1D-1+1+0. Incidental Cargo none
- Inthe (Pop: 7: TL=0DM): High 1D-1D+0+0 Middle 1D+0+0, Low 2D+0+0, Major 1D-2+0+0, Minor 1D-1+0+0. Incidental Cargo none
- Keanou (Pop: 3: TL=-2DM): High 1D-1D-3-2 Middle 1D-3-2, Low 2D-3-2, Major 1D-2-4-2, Minor 1D-1-4-2. Incidental Cargo none
- Dhian (Pop: 6, TL=-1DM): High 1D-1D+0-1 Middle 1D+0-1, Low 2D+0-1, Major none, Minor 1D-1+0-1. Incidental none
- Kinorb (Pop: 4: TL=0DM): High 1D-1D-3+0 Middle 1D-3+0, Low 2D-3+0, Major 1D-2-4+0, Minor 1D-1-4+0. Incidental Cargo none
- Focaline (Pop: 5: TL=-2DM): High 1D-1D+0-2 Middle 1D+0-2, Low 2D+0-2, Major 1D-2+0-2, Minor 1D-1+0-2. Incidental Cargo none
- Violante (Pop: 4: TL=+1DM): High 1D-1D-3+1 Middle 1D-3+1, Low 2D-3+1, Major 1D-2-4+1, Minor 1D-1-4+1. Incidental Cargo none
So 3x the jump range nets 6x the number of possible destinations (go figure, eh?
).
However, there are multiple Population: 7+ worlds to choose from as possible destinations (Wochiers, Algine, Treece, Rethe, Inthe), although Wochiers (Amber) and Algine (Red) are unlikely to be preferred destinations, due to -DM modifiers to number of passengers and availability of cargoes.
Once again, Rethe is the most likely destination before throwing dice, but it's also perfectly possible for Rethe to not be the best option.
When you look at the yields for passengers and cargo, Treece, Rethe and Inthe are all really close to each other for possible quantities of pending passengers and cargo. As a captain, you'll want to "roll the dice" on everything before deciding, since rolls for Rethe could be low and rolls for Treece and Inthe could be higher. In other words, you need to check the demand going everywhere before you can determine which is the best next destination to choose between the 3 most populous options of where to go. If none of those yield particularly satisfying results, you have the option to start scanning down the list for other possibilities.
Complicating that decision of where to go next is the opportunity for Speculative Goods. If you're able to score a "good deal" on speculative goods that are most likely to sell high in a specific trade code market, you may want to bias your choice of where to go next so as to move your starship either to such a destination directly or put yourself into position to reach such a destination 1 jump later. So depending on the Speculative Goods opportunities for arbitrage (which is where the REAL money is to be made!) having a longer jump range makes it both easier and quicker to reach those buy low/sell high market opportunities in less time (and therefore, greater profit margins when playing with your own money!).
This is why I say that in the J1/J2 range, as an operator you're going to be more dependent on passenger and freight tickets in order to make your overhead expenses in order to just stay afloat (let alone turn a profit). Once you step up into the J3+ range, however, your "reach" between markets giving you greater scope for arbitrage in speculative goods becomes MUCH MUCH GREATER. Once you're working in the J3+ regime, the whole profitability game CHANGES ... because now you're dabbling in passenger and freight tickets to mitigate your losses and defray overhead expenses, while cruising around seeking out speculative goods opportunities as your primary means to profit.
J1/J2 =
passengers and freight are your primary business, with speculation on the side
J3+ =
speculation is your primary business, with passengers and freight on the side
J3+ lets you "get away with" speculative goods plays that otherwise simply wouldn't be possible (or happen often enough) while trading in the J1/J2 regime. Needless to say, relying on speculation for profits is inherently riskier (and requires deeper pockets!), but having a J3+ starship to move speculative cargoes around RAPIDLY in effect "stacks the deck" in your favor (as an operator) in ways that a difficult to quantify on spreadsheet analyses done in a vacuum.
In other words, take my word for it (I've tested the proposition already, hence my interest in designing merchant clipper ships).
This is why finding a region of space with LOTS of different trade codes within
relatively reasonable distances from each other can be such a JACKPOT score for a J3+ clipper ship, while at the same time being more difficult for a J1/J2 tramp ship to take advantage of. When all the trade codes of worlds in a subsector are "substantially the same" (such as in the Aramis subsector of the Spinward Marches), that limits the opportunities for arbitrage in speculative goods (doesn't stop it, but it doesn't happen as often/as advantageously). However, in a location with lots of different trade codes all over the place, such as District 268, such opportunities abound ... and having a long jump range to make arbitrage in speculative goods happen faster and more reliably is both a better and often quicker path to achieving tremendous profits.
"You see, there are millions upon millions of worlds in the universe. Each one filled with too much of one thing and not enough of another. And the Great Continuum flows through them all like a mighty river, from have to want and back again. And if we navigate the continuum with skill and grace, our ship will be filled with everything our hearts desire!"
"Right now I'd settle for a stabilizer and a captain's desk."
"The river will provide."
"Hngh. If it doesn't sink us first."