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Starship Passage Pricing

Swiftbrook

SOC-12
Admin Award
I must be getting old. I can't remember everything anymore

Has anyone, or even a newer version of Traveller, come up with alternate pricing for interstellar travel costs? Primarily High, Middle and Low passage costs? One destination --> one price don't sit well with me. A J-1 starship is not going to take on a passenger for a destination three parsecs away for only one price. The costs are too high and they are better off getting a lower paying passenger for one jump.

A ticket for a destination 3 parsecs away should cost more on a faster ship. However, a faster ship shouldn't charge more than a slower ship for a low jump.

If you have some ideas, or can direct me to an old thread, it would be helpful.
 
The MT computer games allowed a PC with brokerage to negotiate a ticket price. I can't recall if that was in the MT dead tree version or not.
 
GT had per parsec pricing. A GT Cr and a CT Cr aren't the same though, so you have to choose an exchange rate to use their system.

I think the simplest change is to make the CT rates apply for 1 parsec and scale 'em up linearly for longer jumps.
 
Has anyone, or even a newer version of Traveller, come up with alternate pricing for interstellar travel costs?
Mongoose Traveller runs a table of exponentially higher prices per jump for passengers and freight.

E.g. High Passage for J-1 to J-6 respectively:
Cr __8 800
Cr _12 000
Cr _20 000
Cr _41 000
Cr _45 000
Cr 470 000
 
T5 use a space/passenger + standard of living modifier. They also have a new steerage class as an alternative to Low for economy travel.

They still use the price per passage wo concern for Jump length, I guess they rely on the fact that your free trader could just say no to psg that want an unreasonnable service.

Have fun

Selandia
 
Mongoose Traveller runs a table of exponentially higher prices per jump for passengers and freight.

E.g. High Passage for J-1 to J-6 respectively:
Cr __8 800
Cr _12 000
Cr _20 000
Cr _41 000
Cr _45 000
Cr 470 000

Wow, that cuts the revenue for J-1 ships 12%.

Brainstorming here. Jump-5 and 6 require chartering a ship.

High Passage
10,000 Cr J-1
18,000 Cr J-2
26,000 Cr J-3
34,000 Cr J-4

Middle Passage
8,000 Cr J-1
15,000 Cr J-2
22,000 Cr J-3
29,000 Cr J-4

Priority Cargo
1,000 Cr J-1
1,800 Cr J-2
2,600 Cr J-3
3,400 Cr J-4

Bulk/Low Priority Cargo (this is used to fill utilized hold space. The cargo may get there fast or may sit in storage waiting for months for a lift)
1,000 Cr
 
Mongoose Traveller runs a table of exponentially higher prices per jump for passengers and freight.

E.g. High Passage for J-1 to J-6 respectively:
Cr __8 800
Cr _12 000
Cr _20 000
Cr _41 000
Cr _45 000
Cr 470 000

I guess this is MgT2E, because in 1E (at least in the Core Book) prices were:

Cr __6 800
Cr _12 000
Cr _20 000
Cr _30 000
Cr _40 000
Cr _50 000
 
Wow, that cuts the revenue for J-1 ships 12%.
MgT2 ships are generally more efficient than CT ships.



High Passage
10,000 Cr J-1
18,000 Cr J-2
26,000 Cr J-3
34,000 Cr J-4
That is probably too much for J-2, J-2 ships are not that much more expensive than J-1 ships.

I would make a basic freighter in your preferred system, and compare cost versus carrying capacity, to make the table.
 
I played with some numbers here:

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=38183

but I was focused on freight:

Jump-1: Cr1000/dTon
Jump-2: Cr1500/dTon
Jump-3: Cr2500/dTon
Jump-4: Cr4000/dTon

Numbers were predicated on profit margins, basically with the idea of a higher jump range ship being able to bring home the same profit margin as a jump-1 ship, after figuring in its mortgage cost, jump cost, available cargo space and such, using the High Guard design system. Ships were assumed to be purpose-built for their routes - one wouldn't use a 747 for short-hop commuter flights, and these were assuming the ships were travelling the established routes laid out on the Wiki sector trade map.

http://wiki.travellerrpg.com/images/2/2a/Spinward_Marches_Sector.pdf

You can use that as a model for calculating CT passage prices, assuming they are proportional. I didn't run calculations for jump 5+ because there were no trade routes of that range on the map. It was interesting that it ended up cheaper to use a purpose-built higher jump ship for the longer-range jump than to take a jump-1 ship through several jumps at Cr1000/jump - at least until Jump-4, and then it was the same cost but you saved 3 weeks.
 
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