Morning all
This has been going around in my head since I woke up this morning - you can tell I have nothing better to do when I am away from home for work.
My thought - Why would you, at any tech level above TL11, build a merchant ship with anything more than Jump 2 drives? I get that there will be the odd world at 3 parsecs from somewhere, or that you have a need for a clipper type ship that gets cargo from A to B as quickly as possible - but the fuel requirements of higher jump ratings (and the associated cost in drive tonnage) so massively reduces available cargo space.
This has probably been discussed ad infinitum in the past but I am a newish newbie of sorts here.
Cheers
Brian
Actually, it's one of the areas that hasn't been terribly beaten to a pulpy pile of horseflesh...
First: understand that your choice of ruleset is going to make a HUGE difference in what is profitable.
Second: not everything can take the extra time for the second jump.
Under CT 1E (1977-1980 printing dates) - J3 is only a hair more per parsec than J1, and both are only slightly more than J2 per parsec anyway, so speculators can run more cargo runs in a given time if the best sale point is j3 away by having a J3 ship. If you have a fuel regulator, you can even keep the J2 legs worth doing.
CT 2E, it's fiscally tighter - and harder to build a valid J3 design, too... and far less profitable - it's below break even to ship at KCr3 per trip expected profit, so the default trade flow is not happy.
CT Bk5 & 7 combined: J3 shipping is as fast as you can get, and many trade pairs under Bk 7 rules are viable J3 runs. Boring as hell, but 1J3 is twice as many runs a year as 2j2... so if you can reliably fill, it's THE way to go.
GT/GTFT - J3 is profitable under those rules. But they also pay more for longer runs.
MGT: You can only turn a profit on speculative cargoes anyway, and J3 is twice as many targets in range as J2. Make your predictions... Or fix the prices. (The method was right, the data fed in was wrong, so the table in the corebook is below operation costs.)
MT, TNE, T4: essentially the same trade as book 7... but with different shipping cost relationships. Under these, the costs for J3 per parsec are more comparable to J2 than in CT 2E... the Jump Drive doesn't require a matched PP.
T5: PP fuel is now pretty minimal. So, it's going to increase costs... but for priority or perishable cargoes it's still worthwhile. Remember: people generally are priority cargoes.
Essentially, it boils down to: can it wait two extra weeks? If it's alive and unfrozen, probably not. And, is it going to be worth it to ship it faster, at roughly 50% more cost.
Remember: shipping cost amortizes some parts over time taken (the payments and maintenane) while others are by distance (Jump Fuel)... J3 is preferable to 1J2+1J1 most of the time, because you're getting the product up to two weeks per leg faster, and also paying less of a share of the monthly expenses (1/2 a month of 25% more per month vs the hole month... that is 1/2*5/4=5/8 vs 1... but the fuel cost is the same either way, and fuel and payments are about equally big.