The gist of the argument:
"Differences in starship jump drive capacity have no specific effect on passage prices. That is to say, a starship with a jump drive of 3 charges the same passage price as a starship with a jump drive of 1. The difference is that a jump-3 ship can reach a destination in one jump that would take the jump-1 ship three separate jumps (through two intermediate destinations) to reach."
That can only be fulfilled if the prices are based on distance to the destination in parsecs.
Another example of coming to the WRONG conclusion with confidence.
In your hypothetical example, the party wanting to ship cargo to a destination 3 parsecs away by Jump-3 ship can do so in a single manifest ticket, paying Cr1000/ton, on the Jump-3 ship and have the cargo arrive there in 1 week after jumping out of the current system. By contrast, the same party wanting to ship cargo to a destination 3 parsecs away by Jump-1 ship can do so by purchasing THREE manifest tickets, costing Cr3000/ton, on the Jump-1 ship and have the cargo arrive there in 1+2+1=4 weeks after jumping out of the current system.
Now ... if you were a buyer of transport services ... which would you choose?
The Cr1000/ton option that arrives in 1 week?
Or the Cr3000/ton option that arrives in 4 weeks?
Think carefully ... the profitability of your business might depend on the answer.
What people keep missing the point on is that the only way you're going to get a "per parsec" interpretation out of the Rules As Written (RAW) is if third parties agree to have their cargo shipped "at cost" to each of the intermediate destinations.
And ... it's at this point that actual
MAPS become an important consideration.
Let's say that there is a (hypothetical) third party who wants to ship 50 tons of cargo from Vilis to Frenzie in the Vilis subsector of the Spinward Marches.
Here's the map relevant to that journey.
Frenzie is 3 parsecs distant from Vilis (see map above).
To send the 50 ton cargo from Vilis to Frenzie by Jump-3 starship requires a single jump from Vilis to Frenzie.
Cost to ship = Cr1000 per ton =
Cr50,000
To send the 50 ton cargo from Vilis to Frenzie by Jump-2 starship requires two jumps ... Vilis to Garda-Vilis, then Garda-Vilis to Fenzie.
Cost to ship = Cr1000 per ton + Cr1000 per ton =
Cr100,000
To send the 50 ton cargo from Vilis to Frenzie by Jump-1 starship requires FOUR jumps Vilis to Garda-Vilis, Garda-Vilis to Arkadia, Arkadia to Sellatio, Stellatio to Frenzie.
Cost to ship = Cr1000 per ton + Cr1000 per ton + Cr1000 per ton + Cr1000 per ton =
Cr200,000
Now, that's assuming that the cargo stays on a single starship for the entire trip ... it might not.
You could have a situation where a Jump-1 starship carries the 50 tons of cargo from Vilis to Garda-Vilis (Cr50,000 cost), unloads it at Garda-Vilis ... then a
different starship with Jump-2 capability going from Garda-Vilis to Frenzie picks it up and transports it to Frenzie (Cr50,000 cost).
NOTE:
In every single one of the above scenarios, a Cr150,000 billing at Cr1000 per ton
per parsec for a 3 parsec trip is explicitly
NOT A RESULT.
The cost of shipping cargo under the Rules As Written in CT is explicitly
PER PORT OF CALL ... NOT PER PARSEC.
Try not to get the two confused.
I know it's a hard concept to grasp (after all, it has persisted for 40+ years at this point), but it's really not that difficult ... so long as you're paying attention and don't fall prey to the assumption that 3 left turns equals 1 right turn.
Also, I really shouldn't have to be explaining the distinctions involved here needed to reach a correct interpretation of the Rules As Written (RAW) ... but apparently I (and others) still do, to this day.
That can only be fulfilled if the prices are based on distance to the destination in parsecs. The example implies that the J1 somehow can't book a destination three parsecs away, but this is not stated and is contradicted: Traveller explicitly allows a ship to carry fuel for two or more jumps if space allows, as necessary to cross a rift, and therefore a destination more than one jump away can be booked. A J1 always travels one parsec per jump, and always charges per parsec. The specific rule that "drive capacity has no specific effect" therefore mandates that per parsec is required.
WRONG.
Categorically, undeniably, flat out and completely ...
WRONG.
Again ... use the MAP ... that's what it's for (I know, it's so shocking!).
Let's say a Jump-1 starship has an extended range of enough fuel for 2 parsecs.
Such a starship could jump from Garda-Vilis to deep space to Frenzie, bypassing Arkadia and Stellatio.
Such a journey would be booked as
Garda-Vilis to Frenzie ...
from port of call to port of call.
It would not be booked as Garda-Vilis to Deep Space (population zero, everybody out who didn't buy a ticket to Frenzie, hope you enjoy your "stay" in Deep Space!) ... and then booked as
yet another ticket from Deep Space to Frenzie (as if there was anyone or any cargo to pick up in Deep Space). Can you say "DERP"...?
No, such a journey would not be billed as "two tickets for two jumps" ... it would be billed as a single ticket from one port of call to the next port of call, however far away that destination port of call is. How the starship "moves" in order to get from here to there is up to the captain and crew of that starship, but the ticket (and therefore the ticket price) is dependent on going from one port of call to the next port of call.
Garda-Vilis -->
Deep Space --> Frenzie = 1 new port of call = 1 ticket manifest = 1 passenger ticket or Cr1000/ton for cargo
Garda-Vilis --> Arkadia --> Stellatio --> Frenzie = 3 new ports of call = 3 ticket manifests = 3 passenger tickets or Cr3000/ton for cargo
The thing is, the whole system of "who is going where my starship is going next?" is somewhat externalized to the game mechanics that determine how many passengers and how much cargo is waiting to book passage to a starship's (highlighted for emphasis and clarity of purpose for understanding the nuances)
NEXT PORT OF CALL after which all of the passengers and cargo get unloaded and the cycle starts over again for the next port of call. Sure, you can have passengers and cargo that book space on your manifest for multiple ports of call so as to "hopscotch" their way from where they started to where they are going ... but they're doing so on a port of call to port of call basis ... not on a per parsec billing basis.
In a lot of cases, and especially for the default LBB2 starships with Jump-1 capacity, the next port of call is only 1 parsec away (because they only have a 1 parsec range) ... so defaulting to a "per parsec" understanding for billing is kind of an ipso-facto that makes some sense, but it's not the correct answer for how (and why) the billing works the way it does. As soon as you get into jump capacity and/or range of 2+ parsecs and integrate moving around the map into your understanding of what it happening (and why), the "per parsec" billing understanding collapses as being inadequate to the task of proper cross-correlation.
It's kind of like how in algebra the Quadratic Formula can yield two different answers, but you then need to "proof" both of those answers to determine which of the answers provided by the formula is "valid" and which one is not.
Sometimes both answers yielded by the Quadratic Formula will work.
Sometimes only one answer will work and the other is a "false positive" kind of answer yielded by the formula ... but you actually have to "do the math" to determine which is which for any given problem that you're using the Quadratic Formula to solve.
Same deal here with the
Per Parsec versus
Per Port Of Call interpretation of the prices for booking passage/cargo on a starship.
The
Per Parsec interpretation works sometimes ... but not always ... and has implications that can lead to wrong assumptions.
The
Per Port Of Call interpretation is the correct answer ... and it ALWAYS works in every circumstance.