Spinward Flow
SOC-14 5K
If I had to do this and my limitation was TL=11 and I was striving for an "intellectually honest" blending of LBB2.81 into LBB5.80 design rules ... what I personally would be reaching for is a 450 ton custom hull with J/J/K drives, yielding code: 4/4/4 but with a 2 EP surplus for the model/4 computer (which requires 2 EP under LBB5.80).using LBB2.81 standard drives, you're limited to A-K drives ... and K drives top out at code: 1 in a 2000 ton hull. That means that any J4 you can build at TL=11 is going to be 500 tons maximum displacement, which gets "kinda cramped" for revenue tonnage (cargo, passengers, etc.). Not impossible to make it work, but definitely very challenging from a starship design standpoint.
- 50 tons for Jump-J drive (code: 4 @ 450 tons)
- 17 tons for Maneuver-J drive (code: 4 @ 450 tons, Agility=4 costs -18 EP)
- 31 tons for Power Plant-K drive (code: 4 @ 450 tons, +20 EP)
- 220 tons for 4 parsecs @ 450 tons + 4 weeks endurance of fuel
- 7 tons for Fuel Purification Plant (TL=11)
- 20 tons for Bridge
- 4 tons for model/4 computer (-2 EP)
450-349 = 101 tons remaining for crew quarters, passenger staterooms/berths and cargo hold
You can "skimp" on the maneuver drive (a bit) if you want to, but doing so isn't going to rebate a huge amount of tonnage that can be put towards generating revenues.gets "kinda cramped" for revenue tonnage (cargo, passengers, etc.).
Doing the same process again at TL=12 using M/M/N drives in a 600 ton custom hull, again yielding code: 4/4/4 performance with a 2 EP surplus for the model/4 computer, yields the following:
- 65 tons for Jump-M drive (code: 4 @ 600 tons)
- 23 tons for Maneuver-M drive (code: 4 @ 600 tons, Agility=4 costs -24 EP)
- 40 tons for Power Plant-N drive (code: 4 @ 600 tons, +26 EP)
- 280 tons for 4 parsecs @ 600 tons + 4 weeks endurance of fuel
- 6 tons for Fuel Purification Plant (TL=12)
- 20 tons for Bridge
- 4 tons for model/4 computer (-2 EP)
600-438 = 162 tons remaining for crew quarters, passenger staterooms/berths and cargo hold
My point with this napkin math for starship designing is that although it's possible to do a J4 merchant ship @ TL=11, you're REALLY going to be paying for it if you try it at TL=11.
Things get "slightly better" at TL=12 in terms of "revenue tonnage remaining" ... but that ship is going to be MIGHTY EXPENSIVE to construct and maintain ... enough so that it's very nearly impossible to turn a profit on ticket revenues alone. However, as a speculative goods tramp, if you're "working the advantageous location" (with multiple trade codes to pick and choose from) you're almost certain to be able to make the debts to revenues accounting balance out in your favor.