It simulates demand for a service on which the providers lose money. That might be acceptable if freight is intended to just be "filler" around speculative cargo that was going their way anyhow, but the minigame doesn't explicitly frame it that way. It seems more a "can I get enough freight to fill my ship's hold?" challenge.While i agree with your characterization of the principles of shipping in RL, I don't agree that CT shipping RAW follows that or that my house rules break them.
CT shipping rules with the Cr1000 the same whether J-1 or J-4 should at the very least mean everyone is clamoring to ship as far as fast as possible, just on the principle that they can save costs. So the multiplier of lots available works on that principle and simulates demand for that advantage.
As a general rule -- general enough for the formalized practices embodied in the trade minigame -- that's where I see it. Sure, there will be the occasional A2 or R2 coming through running spec cargo that would be happy to cut the loss from their otherwise partly-empty hold, but this wouldn't happen often enough for it to affect standard practices.Per-parsec house ruling alone makes sense too on the principle of no shipping entity is going to operate on a losing money basis (unless subsidized).
Exactly. The service provided is both "ton of payload to X distance" and "delivery in T weeks". The rules as written conflate the two, to the detriment of higher-Jn ships.What I gather your objection/observation is oriented to is using both at once, without a concurrent loss in interest in the faster costs.
That makes sense, and is a reasonable justification for cargo volumes not dropping off by Jn.I considered going through hoops for a simulationist dynamic shipping market and variable rate structure before I settled on these, but ultimately I just don't think it's worth play value. That alone is good enough reason to keep it simple IMO.
As far as justification, I did that whole analysis on the LCL/parcel economics on Reddit and copied it here where I got into the velocity of cargo AND money. There are payoffs in speed in terms of getting paid faster, getting goods to customers faster, and having less inventory 'in flight' and having less capital/shrinkage/pirate risk tied up in fewer packets of product in the pipeline. More reaction to unexpected demand, more efficient warehousing arrangements per sector, which means more products 'travel better' from the sector's industrial worlds.
Plus, per-parsec means you will pay the same or maybe more going on the slow boat J-1 circuit, and some worlds/routes may literally not be available at J-2. That further justifies a 'norm' of 'going to have to pay for each parsec anyway, might as well get it there faster' and therefore not so much fall-off in paying for the big jumps up front.
The problem with per-parsec pricing (or any pricing scheme) is what its benchmark ship is. Most of my work so far has been on figuring out how economies of scale affect costs, but it looks like the freight game doesn't support the ships most advantaged by that effect. Actually, it looks like those rules were constructed to support the Type A at a slight profit, the R at a slight loss, and the Type M at a significant loss -- with the latter two built so that they didn't end up with more cargo space than the freight game could supply from an average-pop world.