Since you asked, I will go ahead and beat the dead horse. (Again, this is how I understand the rules, not how I actually
played them.)
All quotations taken from The Traveller Book, page 53, under REVENUE in the Starship Economics chapter. This is verbatum from Bk2.
The referee should determine all worlds accessible to the starship (depending on jump number), and roll for each such world on the cargo table.
OK. Notice the premise here. You are to figure out your next destination. Notice that the range is irrelevant; you are only worried about your next jump.
Then he should roll to determine the number of ... cargos available on the world of origin; modifiers take into account the world of destination.
Again, we pick our destination and see what is available to carry. Distance is irrelevant as long as it takes one jump to get to.
All cargos are carried at Cr1,000 per ton.
Regardless of the distance to the destination, you get KCr1 for each ton of cargo.
Then we move on to passengers.
The passenger table is used to determine the number of passengers desiring passage to the announced world ...
Passengers will pay the standard fare for the class of transportation they choose ... Passage is always sold on the basis of transport to the announced destination, rather than on jump distance.
To me, this is quite clear. Regardless of how far the destination is, you get the standard fare for the jump.
Then, just to hammer the point home, the next paragraph starts with
Differences in starship jump drive capacity have no specific effect on passage prices.
Bk2 is unequivocally priced per jump, not per parsec.
Do note that this whole process only takes things one jump at a time. Aside from speculation, there is no consideration given to cargo that is to be taken two jumps away.
So, you figure out your next destination (only), get cargo and passengers for it. You go to the destination and unload all cargo and passengers. Then you figure out your next destination (only), and do it all over again. You never look past your next jump.
Then, just to be thorough, I dug out my Classic Adventures book, and found the info on the
Ad Astra. I have absolutely no idea where you get per parsec out of it, either. All quotes here are taken from page 20 and 21 of Adventure 13 under the REVENUE BREAKDOWN section.
The information below is computed on the basis of one trip per two weeks, and is for one trip.
Do note that the distance of the trip is irrelevant. This is touched on later.
The revenues are then listed, first for passengers (KCr210 for all high; KCr168 for all middle), low passengers (KCr20) and cargo (KCr129 for a full hold). Note again that all of these prices are
per trip. Distance is not considered.
The costs are then given (I won't bother to list them). However, at the end we get this revealing quote:
Assuming a full ship (passengers and cargo) the subsidized liner can expect revenues of Cr359,000 per trip. Costs associated with that trip amount to Cr372,123, giving a net loss of Cr12,123. A jump-2 trip turns a profit of Cr15,877.
So, if the trip is jump-3, you lose money. If the trip is jump-2, you make money. (Presumably, the difference is the reduced fuel consumption.) This pretty definitively shows that the
Ad Astra is being run per jump, not per parsec. If it was running per parsec, it wouldn't lose money on jump-3, and make it on jump-2.
So, putting both of these together, I think I can declare that both Bk2 and Adv13 are pretty definitively priced per jump and not per parsec.
Again, this system doesn't
work. But these are the CT rules. You must use per parsec to get anything that comes close to working.