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Jump 1 vs Jump 2 ships in the CT Imperium

Meanwhile, Oberlindes Lines regular merchant Moonstone departs for Efate via Forboldn and Whanga every 60 days and Tukera Longliners depart for Efate via Roup even oftener, and both of them charge less than CrImp48,000. Well, the longliners' charge may be in that neighborhood, but they gets there in 20 day instead of the 70 days the Beowulf takes.

What the Beowulf may get are passengers going to Forboldn who don't want to wait, say, 50 days for the next scheduled departure of the Moonstone.


Hans

Exactly. And that should be enough.
 
I see you haven't been drawn into the ship-design aspect of this thread... what are you, some sort of LBB2 freak? ;)
Ship design is pretty crucial. For instance, if bridges take up 2% of a ship, minimum 20 dT, the difference between differently sized ships up to 1000T makes a big difference to profitability. A bigger ship will have an advantage over a smaller ship provided there's enough freight, passengers, and trade to fill the bigger ship on each jump. Which in turn means that suitability of different designs vary with the specific route, not just by jump distance but also by population sizes.

For my basic calculations, I used 600T ships because QSDS has an economics of scale breakpoint for power plants there.


Hans
 
rancke said:
What the Beowulf may get are passengers going to Forboldn who don't want to wait, say, 50 days for the next scheduled departure of the Moonstone.
Exactly. And that should be enough.
How do you know that? It would depend entirely on how many passengers wanted to go travel from Regina to Forboldn each year. If it's six per year, the Beowulf would be lucky to get even one passenger. If it's six per week, it might actually be able to settle down and survive by jumping back and forth between Regina and Forboldn.

Except, of course, that in the latter case, Oberlindes or UTP or some other shipping line would probably put a ship on a regular Regina to Forboldn and back run....


Hans
 
How do you know that? It would depend entirely on how many passengers wanted to go travel from Regina to Forboldn each year. If it's six per year, the Beowulf would be lucky to get even one passenger. If it's six per week, it might actually be able to settle down and survive by jumping back and forth between Regina and Forboldn.



Hans
And how do you know that it won't? The tables, when you generate the passengers, is for your ship alone. There is no competition from other lines for those passengers you have just generated.
 
And how do you know that it won't? The tables, when you generate the passengers, is for your ship alone. There is no competition from other lines for those passengers you have just generated.
See, that's exactly the difference between a simplified system suitable for running PC free traders and something that's suitable for figuring out how things "really" are. It's easier to ignore the effect of rival ships, but please don't tell me that you think it is realistic to give your PC ship exactly the same chance of getting passengers to its next destination regardless of whether there are any other ships in port or not.


Hans
 
Daryen has it exactly right. The trade rules are to expedite adenvtures and not model an entire staller economy.

In point of fact, the trade rules do a rather unbalanced job of expediting adenvtures.

Your starship is probably a black hole into which money flows but no profit ever escapes under the Passenger/Cargo RULES - ensuring that the party must accept LOTS of VERY DANGEROUS side adventures to pay their debts.

... UNLESS you engage in speculation, where the CT will enable you to buy a fleet after a few years of playing "Accountants in Space".

Both of these statements are 'by the published Classic Traveller rules'. House Rules and fudging by the Referee will drasticly alter the results.
 
See, that's exactly the difference between a simplified system suitable for running PC free traders and something that's suitable for figuring out how things "really" are. It's easier to ignore the effect of rival ships, but please don't tell me that you think it is realistic to give your PC ship exactly the same chance of getting passengers to its next destination regardless of whether there are any other ships in port or not.


Hans
No, but my next stop is Hefry, not Forboldn. Forboldn is down the line and I can pick up passengers for that destination at each earlier stop.
 
The goal is to get a large quantity of hydrogen. That is necessarily a large amount of heat and delta-V.

That is potentially not true.

Hood scoops and large air cleaners on cars were once commonly thought to 'force/allow' more air into the engine. But the fact that the vacuum created by the piston draws in air at HUNDREDS of atmospheres renders the benefit of these devices trivial in comparison.

The fuel pump on your starship can empty the liquid hydrogen tanks in the brief time required to charge a jump drive. How powerful are the pumps attached to your fuel scoops?

Arthur
 
No, but my next stop is Hefry, not Forboldn. Forboldn is down the line and I can pick up passengers for that destination at each earlier stop.
You do realize that you're using the CT trade rules when it suits you and ignoring them when it suits you? The CT trade rules specifically don't allow you to pick up passengers for Forboldn when you're jumping for Hefry. Only passengers for Hefry. Sure, it's realistic to assume that if you can offer potential passengers some advantage to take passage with you instead of waiting for the regular ship[*] then they'll go with you. But as soon as you start lugging in realism, you're dumping the CT rules out the window.


Hans

[*] Big 'if', BTW.
 
You do realize that you're using the CT trade rules when it suits you and ignoring them when it suits you? The CT trade rules specifically don't allow you to pick up passengers for Forboldn when you're jumping for Hefry. Only passengers for Hefry.

"Differences in starship jump drive capacity have no specific effect on passage prices. A jump-3 starship charges the same passage price as a jump-1 starship. The difference is that a jump-3 ship can reach a destination in one jump, while the jump-1 ship would take three separate jumps (through two intermediate destinations, and requiring three separate tickets) to reach it. Higher jump numbers also may make otherwise inaccessible destinations within reach. But for two ships of differing jump numbers going to the same destination in one jump, each would charge the same cargo or passage price." from LBB2

The underlined text suggests that what he describes was considered by the designers and the mention of three tickets implies that it is a reasonable possibility.
 
The goal is to get a large quantity of hydrogen. That is necessarily a large amount of heat and delta-V.

No, it isn't. It can be, but it doesn't have to be. If you're deep enough in atmo to need about 1G of thrust to overcome the modest drag and keep your speed up, you'll have much more than enough intake manifold pressure to your compressors to liquify hydrogen gas. Now admittedly, it takes several -- even many -- hours of skimming to tank up, which is why I mentioned the need for patience...

It is established in canon that the atmospheric pressure required for skim scoops to function is less than one atmo, and indeed, about 1/2 atmo is typically used. Note that this pressure can be either static or dynamic, and you'll see why you can get the required intake pressure at a variety of altitudes if you simply add speed to compensate for rarer air... the overall heat will remain low... well within regular hull tolerances...
 
Quick Ship Design System. A set of tables based on the complicated T4 ship design system (a descendant of Fire, Fusion, & Steel created up by fans that were as easy to use as High Guard.


Hans

No, that was supposedly as easy as HG. It wasn't as easy. At least according to my players.
 
"Differences in starship jump drive capacity have no specific effect on passage prices. A jump-3 starship charges the same passage price as a jump-1 starship. The difference is that a jump-3 ship can reach a destination in one jump, while the jump-1 ship would take three separate jumps (through two intermediate destinations, and requiring three separate tickets) to reach it. Higher jump numbers also may make otherwise inaccessible destinations within reach. But for two ships of differing jump numbers going to the same destination in one jump, each would charge the same cargo or passage price." from LBB2

The underlined text suggests that what he describes was considered by the designers and the mention of three tickets implies that it is a reasonable possibility.
They may have considered it, but they didn't provide rules for it:

"The referee should determine all worlds accessible to the starship (depending on jump number), and roll for each such world on the cargo table. [...] After a starship has accepted cargo for a specific destination, passengers will present themselves for transport to that destination." [The Traveller Book, p. 53]

As the Beowulf is a jump-1 ship, the referee doesn't even roll for cargo to Forboldn. If he did (for a Far Trader), passengers wouldn't appear for Forboldn if you are going to Hefry.

The rules don't even allow for the possibility of checking if any of the passengers you're carrying wants to stay on for the next jump. Whether you arrive at Whanga with every stateroom and low berth full or every one of them empty, you still make the same roll for passengers from Whanga.

Note: I'm not saying that this is reasonable; I'm saying that's what the rules say.


Hans
 
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