Originally posted by boomslang:
With all respect, that is a pretty significant and dubious default assumption; if there's that much shippage to be had, competition will arise, and costs and cargo/passenger availablity will go down along with prices.
I don't see any particular reason to prefer a 90% assumption over some random percentage, particularly if the bell curve made 90% the most likely percentage.
In any case, I don't think it really matters at the end of the day. Whether you assume 100% occupancy or 90% occupancy, the system is badly flawed.
If you assume 90% occupancy, you'll still have ships that are absurdly unprofitable or absurdly profitable. To fix it, you'll still have to revise the system. You'll just have to use a different revised cost for passengers and cargo than I do with my 100% assumption. And you'll still have a system that will often generate Merchant characters with millions of credits of net worth.
And 90% occupancy assumptions create thorny math issues -- in actual play -- when the number of staterooms isn't easily divisable by 9. "You make crX this week." "Wait a minute, I calculate that we made crY..." "Well, you see, I'm averaging the numbers for 90% occupancy..." "Yeah, but you said that 11 of the 12 staterooms were full, which means we should have 22,000 more cred..." <Referee pulls .357 magnum revolver> <BANG BANG BANG BANG BANG BANG CLICK CLICK>
I think that real problem remains...the standard designs are economically unsound. They either make an absurd profit or they lose lots of money.
This is because the revenue from transporting stuff is not very well fitted to the costs of transporting that stuff. Until that problem is addressed, quibbling over fill rate assumptions doesn't get us very far, it seems to me.
You've simply botched the naval architecture a bit.
First, remember to include passenger staterooms as "payload".
Second, going from Jump-1 to Jump-2 performance that Type A2 needs a whopping 60 dtons total fuel: 40 for J-2 plus 20 for the powerplant-B. (Note that an A2's powerplant fuel consumption is only 5 dtons/week, so you seldom need a complete fillup.) That's 20 more that you're figuring on. And now your hold is down at least one-third, towards the 50 dtons mark. Passenger staterooms may remain unchanged; typically 7 at 28 dtons total. Low berths at will.
Yup, botched that one good. Teach me to type while on the phone...
The Free Trader carries 30 tons of fuel. 20 for the jump drive and 10 for the power plant.
The Far trader needs 30 more tons of fuel (+20 for the Jump-2 and +10 for the Power Plant-2, per Book 2). And the Jump-2 and Power-2 drives consume 8 more tons. The total cargo capacity of the Free Trader (passenger staterooms, low berths and cargo hold) is:
</font>
- 6 staterooms (single occ)...24 tons
20 low berths...............20 tons
82 tons cargo...............82 tons
Total......................126 tons</font>
The far trader uses 38 tons of that capacity for additional fuel and drive space -- a 30% reduction.
Still, I'm not following your point. I never disputed the fact that the Far Trader had less carrying capacity. What I have noted is that this ship will lose a bloody fortune in the standard CT economic system. (It will lose far more if we only assume 90% usage). And that the typical easy fix -- doubling the fee for cargo and passengers for Jump-2 fails to solve the problem. No sane banker would finance such a ship. And somehow, I suspect that there would be a very limited number of people willing to write a MCr50+ check to build such a ship.
The CT economic system makes anything but a Jump-1 ship a serious money loser. That's fine, if you like that sort of thing. But even then, why would you encounter anything but Jump-1 ships (other than military and communications ships)? If FedEx could only charge the same for overnight delivery as the USPS charges for 3-5 day delivery, there would be no FedEx...
--Ty