Just in case anyone doesn't like the idea of having a regenerative life support system onboard like I've outlined above, or disagree with the reasoning and rationales I've used to extend CT in this direction … there is a way to "revert" the ship designs back to an open cycle life support model that requires Cr2000 per 2 weeks per person.
- Remove the Steward from the crew.
- Remove the Workshop and Laboratory.
- Convert 4 of the 2 ton Cabins into 4 ton Staterooms.
- Reduce the Medic skill required from 2 to 1.
As presented above, with the regenerative life support system, 30 tons of displacement is being spent on crew accommodations and life support for 8 crew.
Reverting back to a more "pure" CT design that does not incorporate such ideas needs only 28 tons of displacement to be spent on crew accommodations and life support for 7 crew. You wind up with a spare 2 ton Cabin that doesn't need to be occupied (unless you move the one Gunner into it to free up a stateroom) but the overall construction price of the ships detailed remains completely unchanged. That's because on a ton for ton basis, the prices for Staterooms, Cabins, Workshops and Laboratories are exactly the same per ton (MCr0.5 per 4 tons).
So if the regenerative life support system offends your sensibilities as a Referee of Classic Traveller ... there is a way around that "problem" that doesn't disrupt the overall starship design. At worst, you wind up with 2 tons left over to put in the cargo bay and a MCr0.25 price reduction on single ships (and a slightly different architect's fee price). A relatively easy "fix" if that's your inclination for YTU play.
However, such a reversion is going to have some rather interesting side effects on the profitability margin of the ship designs in actual operations.
The biggest factor is the fact that life support at Cr2000 per 2 weeks per person is relatively expensive.
For 8 people, that's Cr16,000 per jump or the equivalent of raising the break even overhead cost by another +16 tons of cargo per jump if the ship isn't under subsidy.
Under subsidy, it raises the break even overhead point by an additional +32 tons of cargo per jump.
If you remove the Steward from the crew, that's still Cr14,000 per 2 weeks, or +14 tons of cargo unsubsidized versus +28 tons of cargo per jump under subsidy just to break even. That starts getting "expensive" in terms of the actual internal cargo capacities of both designs (67 tons @ J2, or 35 tons @ J3, with 5 of those tons hopefully dedicated towards a mail vault for "revenue dense" mail contracts).
So just purely in terms of cost comparison ... what is the price of paying for life support consumables every 2 weeks 25 times a year?
Well, for 7 people, it's Cr14,000*25=Cr350,000 per year.
For 8 people, it's Cr16,000*25=Cr400,000 per year.
After 40 years, that's a total of MCr14 for 7 people ... or MCr16 for 8 people.
And that's just
life support ... crew salaries are extra on top of that!
Okay ... but what about this regenerative life support system I've outlined. What does that cost?
Well, the one I've built for these ships costs ... MCr1 at the time of construction for the workshop+laboratory.
Annual overhaul maintenance on the workshop+laboratory combination will cost ... MCr0.001 per year.
So over 40 years, that regenerative life support system will cost MCr1.04 just for the engineering ... crew salaries are extra on top of that.
THAT was the deciding factor for me in this instance.
The economics, by which I mean credit costs on the balance sheet, of supporting an open loop life support system wound up being 13.5-15.4x the life cycle cost of a closed loop life support system when viewed over the totality of a ship's 40 year expected operational lifespan.
It's kind of like the difference that a fuel purification plant can make in a starship's profitability margins. There's an upfront cost in tonnage and credits to install the system, but the cost avoidance factor for installing one essentially "pays for itself" within only a few jumps, after which it's all upside and profit from then on. Same deal with the regenerative life support idea here. Sure it "costs more" up front in terms of tonnage and crew requirements the way I'm implementing the idea here, but the cost avoidance factor with the regenerative life support setup I've outlined means that the system basically "pays for itself" within 3 years, after which it's all upside and profit from then on (for the next 37 years).
That kind of cost avoidance then makes it a LOT easier for the per jump economics and operational break even points to make a lot more sense given the limited internal cargo capacity of both designs. Going to the trouble of balancing a regenerative life support system for a crew of 8 in a way that actually improves both the bottom line on the balance sheet ledgers AND the quality of life experience for crews on board these ships is something that I would consider a win-win-win.

As starship designers, we often times try to pile on the workload of manning the ships we design onto as few people as possible in order to maximize the tonnage fraction available to other systems (drives, computers, weapons, defenses, fuel, cargo, etc.). I'm certainly guilty of it myself, thinking that so long as "the rules allow it" that must make it okay. Crew are "low density wasted tonnage and expenses" a lot of the time, so there is every incentive to load them up with as much work as they can bear. After all, it makes the ships we design "more efficient" in their allocation of tonnage within them.
But then when you start looking beyond the spreadsheet of requirements and the blueprints for the deck plans and you start asking yourself ... where are the people with the skills needed to do this going to come from? I know that I've scoured LBB1.81, LBB4, LBB5.80, LBB6, LBB7 and even LBB S4 for even notional ideas as to what sorts of careers make it possible to have the Skill-2/Skill-2 combos needed for dual role crew ... and in a lot of cases, if you're using the career systems in character generation faithfully, it's going to be exceptionally hard to come up with a lot of those Skill-2/Skill-2 combinations we would like to have available to us as starship designers. Recruiting people with THOSE specific skill combinations can wind up being an unreasonable challenge. Sometimes, the combination of skills is nearly impossible to get from the career paths available in LBB4, LBB5.80, LBB6 and LBB7 due to how career rolls and skills get so segregated within them.
At that point you start thinking in terms of recruiting and the chore of headhunting and how difficult it would be to be able to "staff up" some of the most highly compacted crew rosters where everyone is filling two roles aboard ship.
And then you start wondering what the quality of life aboard would be like ... basically working the equivalent of two jobs for long hours every day. Sure, with enough skill in both roles you can do it (Skill-2/Skill-2) ... but that doesn't necessarily imply that such working conditions would be pleasant, or even that you would be getting paid more than if you were given only a single role to fill.
Best example of this dual skill for less pay phenomenon that I can think of is Pilot/Gunner (which male Aslan tend to get shoehorned into as it turns out).
- Pilot pay per month: Cr6000 for Skill-1
- Gunner pay per month: Cr1000 for Skill-1
However, since you need Skill-2 in each in order to fill both roles, that's +10% salary on each ... so now you're up to Cr7700 for Pilot-2/Gunnery-2 per month.
And then you get paid 75% of that because you're filling 2 roles (per LBB2.81 p16).
Cr7700*0.75=Cr5775 per month
So basically, if you were "just a Pilot-2" you could command a salary of Cr6600 per month, but because you're a Pilot-2/Gunner-2 filling two roles (and pulling double duty?) you get paid less than a single role Pilot-1.
Sounds great for the bean counters back at the accounting office(!), but it's pretty lousy for you that you get paid less for higher skill levels while pulling double duty.
Certainly feels like a Quality Of Life downgrade to me.

I'm similarly hard pressed to think of anyone who would willingly seek out such employment under those conditions.
Some combinations make sense, such as Pilot/Navigator (except for Aslan with their gender differentiation on skills) for example, while others do not, especially with the random opportunities that result from character generation through various careers.
So although crew morale and well being and quality of life aboard ships isn't something that CT puts much effort at all into, since CT simply outlines the requirements and stops there, I would like to think that with just a little bit of extra thought and attention (and a whole lot of word count!) it is possible to design starships and crew requirements that feel like they would be the kind of places that people would actually WANT to live and work in, rather than simply being somewhere they HAVE TO live and work in (because that's their job role and somebody's got to do it).
I would like to think that living aboard a Modular Courier that features
actual fresh biome air and water daily along with freshly grown food that is prepared by a
Foodie who knows their stuff and can make delicious fresh cooked meals every day(!) with what's available ... I would like to think that would be the kind of thing to inspire better than average crew morale, camaraderie and loyalty to a fine ship and all who set sail in her.
Sometimes it's the littlest things that count the most ... once you can make ends meet on your balance sheets.
