There is a lot to digest here!
And sorry if this was mentioned in thread somewhere - as I said, there is a LOT of text and I skimmed a bit as I am unable to keep up!
Just circling back to this point ... because ... well ... ownership of horn involved in the making of the sounds.
When I said (months ago, now) that this
whacktastic 194-ton starship design (definitely one of
the oddest tonnages to land on that I have ever seen!
) had a lot of potential in it to open up new markets and new opportunities in ways and places that Free Traders and Far Traders would find difficult to compete with ... I kinda sorta had an inkling that building a generalized "workhorse" of a starship design that had "room to grow" its capacity beyond the confines of its hull interior would yield a highly efficient, all around "decent" competitive option to owning a Free Trader or a Far Trader.
The simple fact of the matter is that Free Traders and Far Traders are starships optimized for two things ... passengers and cargo ... and they basically need both (and plenty of them!) in order to operate at a profit (or close to a profit under a bank loan), with the remainder depending on "luck" in the form of speculative cargo arbitrage. Both of these starships "got their jobs done" but they really don't have any potential room for expansion of their capabilities. Their "growth factor" is largely played out in both designs, because they're "all internal" starships with no towing capacity (per RAW) ... so WYSIWYG (or at least, hope to get). Free Traders and Far Traders have a pretty firm "ceiling" on their capabilities ... which usually isn't a problem because they're relatively CHEAP to buy (being standard designs) if perhaps not quite so cheap to own and operate as they might at first appear (as demonstrated in this thread).
By contrast, the 194-ton Courier starship designs, through their innate external cargo capacity (maneuver and jump) mean that there is a huge variety of possible ways, means and configurations available to leverage that external capacity to tremendous advantage ... allowing these starships to undertake roles, missions and contracts that far exceed their hull size code. When you have a starship design with this much external capacity available, it's almost a crime to not start looking around to find ways to leverage it to your own advantage ... and the only limitation on that potential lies in the creativity of the owners/captains/crews.
I mean, I've mentioned before that a simple 20 ton hull (configuration: 4) could have 5 staterooms (20 tons) or 4 staterooms and 4 low berths (also 20 tons) or 40 low berths (still 20 tons) would be all you need to turn these 194-ton starships into passenger liners.
For a route that requires 2J1 at any point, a Spinward Courier (5G or 6G) could simply transport 4x 20 ton modules externally plus 1x 20 ton module internally ... and be able to devote 100 tons towards passenger services (staterooms, low berths, stewards and medic) on interstellar routes (jump-1 mains preferred, of course).
Alternatively, a Spinward Courier could offer a staggering 1200/20 = 60 passenger modules (5G) or 1180/20 = 74 passenger modules (6G) for
Interplanetary Cruises at 1G within a specific star system, purely as a high passenger luxury touring service stopping at various ports of call around the star system.
- 60 passenger modules = up to 300 staterooms (5G)
- 74 passenger modules = up to 370 staterooms (6G)
241-360 passengers requires 3 medics (1 medic per 120 passengers).
297/9 = 33 stewards + 264 high passengers
367/9 = 40 stewards + 320 high passengers + 20 low passengers
If limiting things to only 240 passengers (so only 2 medics needed) you wind up with 30 stewards for 240 high passengers and a demand for 51 passenger modules of 20 tons each (with 12 tons total left over for "whatever you want" in one of the container modules) with room to add more modules (for Fine Dining Workshops and Auditorium spaces to hold entertainments, such as zero-g games, and the like if you want to go all in on the opulence of the experience).
Sure, it would be like going on a cruise in a shipping container (kinda sorta, because you are, but that's also an authentic sea going cruise ship these days) ... but if you "daisy chain" them all of those containers together in the right configuration(s), they'll just feel like being in a high rise hotel (in SPAAAAAAAAACE!!!!) with 5 rooms to a floor, elevator access between passenger modules, and with a gentle spin on the starship the view outside the windows will slowly change so you can see different sights at different times out the windows.
And to top it all off, you've still got a Mail Vault in the starship for carrying X-Mail between worlds and moons on the tour to help defray expenses (mainly stewards and life support costs at that point). Even better yet, individual passenger modules can be loaded into the Spinward Courier's internal cargo bay 2 at a time (40 ton capacity) for transfers from orbit to surface and back to orbit (which represents a 25+ orbital shuttle runs for 50 modules, which will take a while to complete, but it is doable if there is no highport and a world/moon has an atmosphere) ... so ports of call can be almost anywhere within a system.
Can a Free Trader do that?
Not on your life.
Can a Far Trader do that?
Don't make me cackle.
Subsidized Merchant? Subsidized Liner?
Um ... no and no.
Why?
Lack of "spare" drive capacity means that all of those legacy starships lack the external towing capacity of the
whacktastic 194-ton starship design that even has the capability of being a(n external) fuel tanker if the merchant line gets a contract for that kind of business ... again, something that no Free Trader, Far Trader, Subsidized Merchant or Subsidized Liner could attempt to do with their starships.
So the (external) "towing capacity" is the REAL secret weapon inside of the design of these starships ... a factor that I have yet to see anyone even approach attempting to exploit on these forums up until now. In fact, the closest competitor to these capabilities that I can find is (ironically) found in LBB S9, p22-23 ... the Jump Ship ... with its 1000 ton standard modules (cargo, passenger, low pod). To be fair, though, the Jump Ship is a TL=15 design and as such is going to be essentially "tethered" to high population TL=15 type A and B starports by their economics, of which there are few on the fringes of the Third Imperium (the Spinward Marches only had 4 systems that meet that criteria in 1105 ... Glisten, Rhylanor, Mora and Trin).
And it's at times like this ... thinking about my
whacktastic 194-ton starship designs, what some of the nay-sayers have said about them and my attempts to explain what's going on behind the Naval Architect ... it's times like this that I'm reminded of what John Crichton once told Officer Aeryn Sun to win her over.
You can be more.
And seriously ... as (fellow) Travellers, what more could you ask for ... as a Player, or as a Referee?
You can be more.