<heavy sigh>
Ok, you want to be that way...
I. Ignored.
YOUR. Point?
AGAIN?
Ooooh, he can write "One. Word. At. A. Time." Because that always means you win, nya nya. So does meming Jameson's laugh. Automatic win.
No! I memed the "guidelines" from PofC franchise, and there are pirates in Traveller but no Spiderman. So I win. So says everybody on the interwebs. Just ask them.
I'll explain using simple words. "Ignore" means that you didn't address the point, which is that jump capacity doesn't change a passage price.
If you want to go from A to B, two parsecs distant, and there is a J1 ship going there and a J2 ship going there, per jump pricing would mean J1 would cost twice as much. But if passage cost is to be jump capacity neutral, the solution is per parsec pricing.
And ... you've ignored my point ... made with demonstration case and map to make it obvious (and irrefutable)
Ooooh, he made a map, Because that always means you win, too.
I apparently "ignored" your point by addressing it directly. Which is quite a trick of mental gymnastics on your part.
Actually, I mocked your point as assinine. Perhaps that caused your argument circuitry to blow a fuse, wiping out memory of the sentence that blew the fuse.
Again, I'll explain with small words. If your only point is that per parsec pricing would be broken if the GM lets players charge passengers and shippers for flying in circles, you failed to make a point. Except that GMs shouldn't tolerate that kind of stupidity.
Nothing aside from their tickets and manifest bookings that determine "Point A to Point B" that is.
If you want to stay on the ship beyond the first port of call ... you buy another ticket to the (wait for it!) ... second port of call (wherever that might be).
What "tickets" are you talking about? What "manifest?" The game doesn't have them. I suppose you could have players print up tickets for the imaginary passengers and manifests for imaginary cargo lots if they want to play booking agents in space instead of Traveller.
There is no reason why a J1 ship can't book passengers or cargo to a destination more than 1 parsec away. The rule says GM "should" generate passengers and cargos to destinations "accessible... (depending on jump number)."
If the GM knows the players are heading to a planet several jumps away, perhaps carrying spec cargo, then the GM "should" generate such passengers and incidental cargo to and from any stops along the way.
If there is a void, and neither players nor GM schemes call for any destinations on the other side, those destinations "should" be ignored even if they would be in range of a ship with long legs, or closer than planets the players intend to visit.
The GM could look at the table and decide that the number of passengers going to a high pop planet three jumps away should be reduced by a random number who will only tolerate passage in one jump, so be it. That GM made the determination "depending on jump number."
The rule doesn't say that "accessible" is somehow restricted to jump number. What the GM does should depend on jump number.
MM could have said, "No multijump destinations" if that's what he INTENDED (to which you give much weight). He didn't do that, instead he gave an example of a destination three parsecs away and said the J1 would require three "tickets." He put the example under the explanation of jump number having "no specific effect" on price. That can only be true if distance is part of cost.
I agree that the intent of the rules (plural and in general) leans toward per jump, but insist that AS WRITTEN it leaves the door open for per parsec. AS WRITTEN gives a specific example of J1 booking and charging three parsecs away. LW wrote GURPS as per parsec, which lends further credence to the flexibility of interpretation.
More important still is my point that per parsec pricing MAKES SENSE, while per jump does not. That is continually ignored by self-appointed apostles of per jump pricing.