Alternate rules for Passenger Travel

phavoc

Emperor Mongoose
This is a draft of something I've been working on. I took info from the published material and made some changes that I thought made more sense. I'm still tweaking it, but I think you'll be able to see the direction its headed in.

Travel aboard starships

Starship passengers can be divided into four groups – those who can barely afford the passage and are willing to travel in cryosleep, those who can tolerate cramped quarters aboard a liner or tramp freighter, the ‘average’ passenger who wants to travel in a reasonably comfortable cabin, with decent food and entertainment to pass the time, and for rich or otherwise independently wealthy who can afford the most comfortable passage that credits can buy.

Much like the passenger service that travelled Earth’s oceans in the early part of the 20th century, ships offered different passages to those of different economic circumstances. First class passengers enjoyed the finest of everything – food, facilities and views. The passengers travelling in the middle saw less sumptuous food, reasonably appointed cabins and acceptable service from the crew. The unfortunate masses who travelled at the lowest scale of passage had no choice but to accept cramped quarters, edible food and almost no ships services or crew services beyond the bare minimum.

Starship travel is still tedious however. Most passengers must still pass through security at a starport, with many having to add in a shuttle trip to an orbital high port or directly to their ship.

Notes on Ship Passage
Small ships that are not pure passenger liners may not carry passengers higher than middle except under special circumstances (such as a private yacht/liner/courier). The reason for this is that they do not have the necessary amenities that higher passengers require and demand.

Ships that cater to higher class passengers must also have sufficient space and facilities to cater to wealthier passengers (not to mention they need to separate them from their money). Additional facilities include theatres, bars, casinos, and restaurants. Smaller ships may carry smaller versions, or in some cases, the facilities may be multiple use (restaurant during the day, casino at night after a quick conversion).

Liners earn their money through passenger fares, special cargo and mail. They may also earn additional revenue through sales of alcohol, gambling, shops with luxury goods, etc.

Stateroom Descriptions
Low / 3rd class – Typically found on small craft, intra-system liners, as low passage staterooms on starships or as troop quarters on military transports. They provide adequate but cramped space for 2 people in an over/under bunk, and include a small desk with a computer terminal. Storage space is adequate for 2 passengers and their clothing and small goods (every centimeter of the room is used for something). The rooms do not have their own fresher. Generally there is 1 fresher and shower (ea 1.5m x 1.5m) per 6 to 8 rooms. Older, lower TL (as well as military and paramilitary) ships typically use the 1 fresher/8 rooms. Starships carrying passengers usually adopt the 1 fresher per 6 rooms. These staterooms are meant for people travelling on a budget, but who have no desire to be frozen for the trip.

Middle / Crew / 2nd Class – Considered the standard sized stateroom for starships for both passengers and crew. They provide adequate, if somewhat sparse, quarters for the average person who cannot afford more lavish appointments (they are also sometimes used on intra-system liners for passengers wiling to upgrade). Each stateroom has a small desk with a computer terminal, storage lockers and a small fresher (1.5 x 1.5). Most Imperial military ships consider this to be a crew cabin for two individuals or a single cabin for junior officers.

High / 1st Class – Passengers travelling in a high passage cabin enjoy a comfortable journey from planet to planet. These rooms are well-appointed, often with synthetic textures and coverings for the walls as well as a plush carpet (lower class cabins have basic carpeting). There is a comfortable queen-sized bed that may be split into two singles if necessary, a small table with two chairs that also doubles as a computer terminal, and a comfortably sized fresher with both shower and toilet. The room is generally appointed with superior furnishings, trim, linens and such. This would be considered a senior officer’s cabin on most military ships (lower-ranking officers would typically double-up)

Luxury / Gold – Sumptuously appointed cabins that reek of luxury! They usually are divided into three sections – a sitting area, a sleeping area and a fresher. The sitting area has a couch that can sit three, a small table, and a built-wet bar (stocked with complimentary alcohol). The sleeping area has a large king-sized bed with a small table and two chairs. A computer workstation is also present (primarily activated using voice commands). The fresher area is divided with a toilet and sink in one area and a tub/shower in the 2nd area. The walls have many holographic frames that can be customized to display whatever the occupants wish to see. There is a 2m x 2m wall-mounted holographic display as well to watch movies and such on. The linens and towels are the finest available. On military ships these cabins would be reserved for VIP’s and officers of at least Captain rank or above.

Super Luxurious / Iridium – A suite fit for a king (or queen)! Each cabin offers passengers a luxurious oasis as they travel between the stars. The cabin is large and roomy, the bedroom has a large king-sized bed, a couch, sitting chair and table. There is a small toilet off the living area, and the main bathroom is accessible only through the bedroom, which includes both a roomy shower and a large tub (which offer both sonic and water-based options). The living room has a large comfortable sectional couch that easily sits 4 people, 2 chairs, 2 tables and a small wet bar.

General Stateroom Concepts
Any cabin may be sealed in an emergency to provide an air-tight compartment. Each 1 DT of space may support 1 person for 2hrs. Additional life support equipment may be added to offer survival-level atmosphere and water recycling at the cost of CR 10,000 for the first 24hrs and every additional 24hrs costs CR 1,000. Up to one week of emergency life support may be added to any cabin without additional displacement costs (the filtration and additional supply equipment takes up some of the available storage space and is also mounted in the floors/walls/ceilings).

All cabins have one emergency space suit for each occupant (typically 2 per any cabin, and additional ones will be added by ship’s stewards for small children, additional adults, etc. Rescue balls are provided for pets of a reasonable size). An emergency space suit consists of a touch plastic shell, and head/helmet area. The gloves are separate. The suit zips from the front. When the gloves are in place the suit can be pressurized, causing the front zipper to fuse, the wrist connections for the gloves also fuse. The helmet area is clear plastic and also hardens when pressurized. Life support is contained in an attached back-mounted unit. Suits are meant to be universal (will fit anyone 1m to 2.5m). The suits are naturally baggy and ill-fitting, but they are adequate to provide an air-tight suit for evacuation and emergencies. The suits offer 18hrs of life support, but no water, heating or toilet facilities. They are one-time use only, and cost CR 300. Rescue balls for small pets or children cost CR 200, and also include drugs designed to put the occupant in a very deep sleep for 24hrs (it includes the antidote inside). Suits for non-humans are also available.

General Starship Passenger Rules
Any ship that carries passenger-revenue traffic must be equipped with sufficient small craft or lifepods to evacuate all passengers and crew, and all passengers must be provided an emergency space suit for evacuations. This rule applies to any starship or spaceship that is more than 24hrs flight time at 2G from the nearest inhabited planet or station. Ships that are within the 24hr period, such as short-range shuttles, are not required to provide space suits or small craft evacuation capabilities.
 

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Interesting rules. A couple of problems. Trying to provide enough pods/life boats is economically unfeasible for smaller starships. Also, if one REALLY does the math on a cost/revenue per ton basis, small starships won't have extra staterooms for passengers but would have low berths or more cargo space. Based on RAW passage rates...
 
F33D said:
Interesting rules. A couple of problems. Trying to provide enough pods/life boats is economically unfeasible for smaller starships. Also, if one REALLY does the math on a cost/revenue per ton basis, small starships won't have extra staterooms for passengers but would have low berths or more cargo space. Based on RAW passage rates...

That's true. But this issue would be no different than what we have faced, and still face today, with emergency craft to evacuate ships. No commercial vessel is allowed to leave port without sufficient life jackets and life boats. The Titanic accident finally brought that home and forced passenger liners to carry appropriate life boats.

It's a lot more expensive personally when you die gasping for breath because you have no way to evacuate a doomed space vessel. Though you do still see third and fourth-world countries not enforcing safety standards. But since the Imperium would govern all starship travel, I would think similar safety standards would be in place for commercial vessels. Though the rules have never reflected this.
 
phavoc said:
That's true. But this issue would be no different than what we have faced, and still face today, with emergency craft to evacuate ships. No commercial vessel is allowed to leave port without sufficient life jackets and life boats. The Titanic accident finally brought that home and forced passenger liners to carry appropriate life boats.

It's a lot more expensive personally when you die gasping for breath because you have no way to evacuate a doomed space vessel. Though you do still see third and fourth-world countries not enforcing safety standards. But since the Imperium would govern all starship travel, I would think similar safety standards would be in place for commercial vessels. Though the rules have never reflected this.

There are differences. Ships in space don't sink. There is no need to "abandon" ship. Just don space suit and wait for a rescue ship to reach D100 area. Indeed, unless the ship is blasted to pieces (in which case probably don't have people alive anyway) what would prompt you to leave it when travelling to/from Jump point?
 
F33D said:
...There is no need to "abandon" ship. Just don space suit and wait for a rescue ship to reach D100 area. Indeed, unless the ship is blasted to pieces (in which case probably don't have people alive anyway) what would prompt you to leave it when travelling to/from Jump point?

Ship is outbound to jump point and the maneuver drive is disabled. It will continue to drift at it's current speed forever. Rescue ships will have to catch up to it to take you off, which is unlikely. Or plot a jump to intercept it, at least a week later, presuming there are jump capable rescue ships available. You really want to sit in a vaccsuit for a week? Or more?

That's presuming the planet you just visited HAS rescue ships standing by. Many worlds a tramp trader visits won't have anything like that. Your rescue will be up to you.

OK, how about inbound? Same scenario, you loose maneuver only this time your ship is on a collision course with a moon, world, or star. You want to just sit there in a vaccsuit and hope there is a rescue before your ship makes a crater or gets vaporized?

No, in both cases, and more, I want a lifeboat or rescue pod that can make enough maneuver to allow a rescue, or even save myself.

There's your "sinking" for space ships by the way. A ship without a maneuver drive, drifting... outbound for the great infinity of deep space (sinking beneath the waves to the bottom of the sea) or hitting a moon, planet, or star and being torn apart (drifting onto and being torn apart by the rocks, breaking up and sinking).
 
far-trader said:
Ship is outbound to jump point and the maneuver drive is disabled. It will continue to drift at it's current speed forever. Rescue ships will have to catch up to it to take you off, which is unlikely.

Not at all. Run the math.

far-trader said:
That's presuming the planet you just visited HAS rescue ships standing by. Many worlds a tramp trader visits won't have anything like that. Your rescue will be up to you.

Almost 100% certain that there are other merchants available. Just like on sea.

far-trader said:
OK, how about inbound? Same scenario, you loose maneuver only this time your ship is on a collision course with a moon, world, or star. You want to just sit there in a vaccsuit and hope there is a rescue before your ship makes a crater or gets vaporized?

Again, run the math. A ship from the target world can get to you quickly.


far-trader said:
There's your "sinking" for space ships by the way. A ship without a maneuver drive, drifting... outbound for the great infinity of deep space (sinking beneath the waves to the bottom of the sea) or hitting a moon, planet, or star and being torn apart (drifting onto and being torn apart by the rocks, breaking up and sinking).

Do the math. Also, do the math on the odds of hitting anything. You'll win a planetary lotto a few times first.
 
far-trader said:
F33D said:
...There is no need to "abandon" ship. Just don space suit and wait for a rescue ship to reach D100 area. Indeed, unless the ship is blasted to pieces (in which case probably don't have people alive anyway) what would prompt you to leave it when travelling to/from Jump point?

Ship is outbound to jump point and the maneuver drive is disabled. It will continue to drift at it's current speed forever. Rescue ships will have to catch up to it to take you off, which is unlikely. Or plot a jump to intercept it, at least a week later, presuming there are jump capable rescue ships available. You really want to sit in a vaccsuit for a week? Or more?

That's presuming the planet you just visited HAS rescue ships standing by. Many worlds a tramp trader visits won't have anything like that. Your rescue will be up to you.

OK, how about inbound? Same scenario, you loose maneuver only this time your ship is on a collision course with a moon, world, or star. You want to just sit there in a vaccsuit and hope there is a rescue before your ship makes a crater or gets vaporized?

No, in both cases, and more, I want a lifeboat or rescue pod that can make enough maneuver to allow a rescue, or even save myself.

There's your "sinking" for space ships by the way. A ship without a maneuver drive, drifting... outbound for the great infinity of deep space (sinking beneath the waves to the bottom of the sea) or hitting a moon, planet, or star and being torn apart (drifting onto and being torn apart by the rocks, breaking up and sinking).

#1 - I'm talking about passenger liners, not free traders. There's a difference in the worlds and planets they travel too. Liners carry passengers - potentially lots of them. Safety rules for transporting people are different.

#2 - No, a starship/spaceship doesn't sink. But it does have explosions, vacuum, etc. There are still times when it may be required to be evacuated. Planes travelling cross-country over land still have seat cushions that double as flotation devices - just in case.

But starships can lose power and crash into planets. I'd really like (as a passenger) that there is some way to get off that before it burns up, smashes into something else, etc.

#3 - Currently the ISS cannot have more crew on-board than what can fit in the evacuation capsules. So right now I think the standard is you make it so you can evacuate.

I had also taken out the lifepod section that I was working on. I wasn't trying to muddy the waters because this post was talking more about costs of travel. Maybe having the section in there about emergency cabin life support and emergency space suits made it more confusing. Anyway, here's the lifepod section:

Lifepods provide basic survival capabilities for evacuees. They are highly automated, with basic controls provided that anyone can operate. Accommodations are Spartan – a two person cockpit station with basic thrust and sensor controls, and the passenger compartment that provides a narrow single aisle with triple seating on each side. Lifepods have a rear airlock that provides access to the vessel. Surrounding the airlock are a series of six chemical thruster packs and a single ion engine. Each thruster pack good for 10 minutes of 1G thrust (assuming a fully-loaded lifepod), after which the onboard fuel is exhausted. The engines can be triggered all at once or in a sequence. Usually no more than three are activated at one time in order to provide sufficient capacity to halt the momentum of the lifepod relative to the ship it evacuated from. The ion engine pulls power from the solar panels and is capable of .1g for as long as the panels provide power. The on-board battery pack is rechargeable, and provides power for all systems for 72hrs.
There is a single fresher station onboard, basic first aid supplies, 3 days worth of water and rations, and enough medical slow drug to put the passengers in a coma-like state for the duration of the emergency. The crew members may also use the same drugs for emergency hibernation if they expect a long recovery time. There are solar panels built into the sides of the lifepod to provide basic power for life support. No anti-gravity plates are fitted, so the passengers and crew must endure the g-forces from the launch as well as zero-g while awaiting rescue. A powerful (system wide) emergency transponder automatically activates upon launch and transmits coordinates and status every five minutes as long as it has power. Lifepods are not capable of landing on a planet that has more than .2g gravity field.

Variants:
Re-entry shielded (-10% passenger load, contains survival gear, emergency rations, additional first aid, basic shelter gear and food/water synthesizer that can recycle waste or use new stuff).
 
phavoc said:
Lifepods provide basic survival capabilities for evacuees. They are highly automated, with basic controls provided that anyone can operate. Accommodations are Spartan – a two person cockpit station with basic thrust and sensor controls, and the passenger compartment that provides a narrow single aisle with triple seating on each side. Lifepods have a rear airlock that provides access to the vessel. Surrounding the airlock are a series of six chemical thruster packs and a single ion engine. Each thruster pack good for 10 minutes of 1G thrust (assuming a fully-loaded lifepod), after which the onboard fuel is exhausted. The engines can be triggered all at once or in a sequence. Usually no more than three are activated at one time in order to provide sufficient capacity to halt the momentum of the lifepod relative to the ship it evacuated from. The ion engine pulls power from the solar panels and is capable of .1g for as long as the panels provide power. The on-board battery pack is rechargeable, and provides power for all systems for 72hrs.
There is a single fresher station onboard, basic first aid supplies, 3 days worth of water and rations, and enough medical slow drug to put the passengers in a coma-like state for the duration of the emergency. The crew members may also use the same drugs for emergency hibernation if they expect a long recovery time. There are solar panels built into the sides of the lifepod to provide basic power for life support. No anti-gravity plates are fitted, so the passengers and crew must endure the g-forces from the launch as well as zero-g while awaiting rescue. A powerful (system wide) emergency transponder automatically activates upon launch and transmits coordinates and status every five minutes as long as it has power. Lifepods are not capable of landing on a planet that has more than .2g gravity field.

Variants:
Re-entry shielded (-10% passenger load, contains survival gear, emergency rations, additional first aid, basic shelter gear and food/water synthesizer that can recycle waste or use new stuff).

What is the tonnage and # person it can hold?
 
F33D said:
What is the tonnage and # person it can hold?

Hadn't gotten that far. There were going to be different sizes. I'm trying to come up with a variation kind of like how lifeboats are today - cramped but usable, and economically make sense. I thought of just adding a launch, but that would get away from the concept of cheap lifeboat that's not designed to fly between planets. It's just meant to be an uncomfortable, but survivable vessel for emergency use only. Kinda like how lifeboats on liners are today.

Hey, if the NCC 1701-E can have lifeboats, so should a subsidized merchant! :)
 
phavoc said:
F33D said:
What is the tonnage and # person it can hold?

Hadn't gotten that far. There were going to be different sizes. I'm trying to come up with a variation kind of like how lifeboats are today - cramped but usable, and economically make sense. I thought of just adding a launch, but that would get away from the concept of cheap lifeboat that's not designed to fly between planets. It's just meant to be an uncomfortable, but survivable vessel for emergency use only. Kinda like how lifeboats on liners are today.

Hey, if the NCC 1701-E can have lifeboats, so should a subsidized merchant! :)

The tough part is taking up any tonnage on a smaller ship without making the design economically unfeasible. Best way is to do what would be logical for safety and then adjust cargo & passenger rates to allow it. If ALL ships were required to have them, the market prices for both (cargo & passengers) would adjust upwards in real life.
 
F33D said:
The tough part is taking up any tonnage on a smaller ship without making the design economically unfeasible. Best way is to do what would be logical for safety and then adjust cargo & passenger rates to allow it. If ALL ships were required to have them, the market prices for both (cargo & passengers) would adjust upwards in real life.

True. That's why the restriction of them to passenger liners. There's just no way in hell the smaller ships that players encounter (600ton liners) can handle the massive amount of people travelling between worlds. Even poor, low-tech worlds with large populations have to be serviced by larger vessels simply because of the volume (freight would work the same way).

As far as PC's go, most won't get much out of these alternate rules. But some (including myself) like to see a somewhat logical structure surrounding the operations of these sorts of things. And a PC may find themselves adventuring and encounter this sort of thing. I don't buy into the argument that safety is too expensive. That just flys in the face of everything we've done (well, now I can see a Megacorp or business saying that... :).

The other thing is that the proposed rules regarding cabins could be applied to ships the PC's may own or travel aboard regularly. And they can also be used to help model revenue, etc.
 
What separates the liners and passenger ships from the tramp freighters with a few spare berths.

Rules and regulations of course….. :roll:

A liner or ship with a dedicated passenger area is one that has 10% or more of its total volume allocated to passenger spaces.

A tramp freighter is one that has less passenger staterooms than this though it could push the limits by having passengers in designated crew cabins.

So a Far or Free trader with 10 staterooms would list 6 of them as being crew and 4 as dedicated passenger spaces then run with a short crew and put extra passengers in the empty crew staterooms. If anyone asks they are looking to hire the extra engineer and gunner when they find someone suitable, honest officer :lol:

A liner with 36 Staterooms on the other hand is well above the 10% limit and therefore classed as a passenger vessel.

Tramp ships are not required to carry life boats or pods since they are casual passenger ships.

Liners are required to allocate 0.5Dtons per Stateroom in life pods or boats. This can be small single person pods or could be larger life boats. For example the liner needs 18Dtons in life boats but if it’s on board ships boat is capable of holding 36 people for 72 hours then that will count. Otherwise it could fit a single 20Dton life boat which would meet the rules

Tramp ships can carry low, economy/steerage or middle passengers but no high passenger is going to pay good credits for a rust bucket with poor service. Small ships that do match the quality required such as yachts would be overlooked on the grounds that they are carrying guests not passengers and anyone rich enough to have a yacht is probably rich enough or powerful enough to make life hell for some overbearing bureaucrat.

Liners can carry any quality of passenger up to the highest level they have fittings and staterooms for.

On the frontiers the rules are often ignored so that even larger ships either don't bother with life boats or file the space with cargo or something else usefull but not having lifeboats should restrict you to middle class passengers even if you have better quality service and rooms. People don't pay that sort of money to sail in a death trap :shock:

I would suggest that a standard stateroom can be used for both middle and high, the high requires an extra Dton for cargo but a single high passenger can use a standard passenger stateroom. Or you could use 4 square staterooms and 6 square staterooms to differentiate.

For the luxury and supper luxury use a double stateroom at 8Dtons but make it 8 or 12 squares. Saves messing around with so many types of staterooms.

In terms of extras. Rate the ship based on what it has and it can attract a maximum passenger level based on that.

Low N/A
Steerage/economy 0
Middle +1
High +2
Noble +3
Royal +4

For example:

Theatre/stage/performance area. 0.5 Dtons per passenger +1
Library/data and entertainment. 0.25Dtons per passenger +1
Restaurant/waiter service area with human cooks. 0.25Dtons per passenger +1
Luxuries. Bar area with real drink (not mixer syrups), gym, shop, sports area, privacy nooks and booths, real flowers and plants etc 0.5Dtons per passenger +1

In the same way that 2300 gives you bonuses based on how many types you have each separate type adds +1 to the ships passenger rating. A ship with just the standard lounge and galley is zero.

So to attract the highest type of passengers you would need to allocate an extra 1.5Dtons per passenger on top of the staterooms. If your ship had a library and decent dining area with a proper cook you would rate +2 and could carry high passengers but the nobles would turn up their noses at you.

Running with lower class passengers than your maximum and you simply serve a cheaper faire and use free films in the theatre not the expensive latest ones.

For steerage/economy these could be dedicate cabins but they could also be structures assembled in the cargo holds or pre built containers you take on board for colony runs and the like. A 10Dton container could be rigged to hold 4 sets of bunks in small privacy areas and a single fresher area along with a small auxiliary life support unit. Stack a few of these in cargo and pile in those economy types. Plus give them a bit of space on the cargo hold floor for a few chairs and tables as a lounge area if you are really nice.


As a final note. If a ship owner needs to add extra costs to bring in the richer passengers the costs for the higher class rooms is too low.

By your chart Low berths bring in Cr2800/Dton. Steerage brings in approx Cr1800 per Dton. Middle passengers one per cabin bring in approc Cr1100 per Dton. High bring in Nearly Cr1500 per Dton. Luxury just over Cr1700 and super luxury nearly Cr1800 per Dton. This doesn’t include the costs of extra stewards and luxuries, just life support and food.

Low berths have always been a good money maker since they are so small but by your numbers a ship makes more money hauling scum and dross in steerage than it does carrying the subsector duke. You need to be charging those rich folks a whole lot more money for the trip. :twisted:
 
Just two thoughts about escape pods;
1. The MTU solution is for large "coffins", stats read 0.5 tons, 100,000 Cr, life support for one person for 6 days, but can squeeze in two people (for 3 days) if they are prepared to be very cosy, two uses of fast drug available in the med kit, carry rescue beacons, able to reenter through an atmosphere (shielded), powered by a chemical battery giving 3 months of use, and equiped with a one use chemical drive able to generate 0.5g for 15 minutes. On launch, can be set to stay close to the abandoned ship (or the location of the wreckage), or to head towards a gravity source of more than .1g and less than 1.5g (the onboard computer will show the available options, the passenger nominates the point to aim for), and will carry out a computer ccontrolled landing or to head towards a rescue beacon and sanctury (these may be established by the scout service in some systems, and will be automatically be broadcasting a signal).
2. Not convinced that there would be any requirement for all, or indeed any passengers or crew to have escape pods, Traveller ships are pretty robust, anything likely to cause catastophic damage will be so rapid and over whelming that escape pods will be destroyed as well, or there will be no time to board them. The nearest comparison seems to be with modern aircraft, catastophic mid-air disasters are so rare, and so difficult to survive, that no effective emergency gear is provided.

Egil
 
Following on from Egil's point number 2.

The ship is likely to be the most survivable thing anywhere near the accident of disaster. Aside from Far Traders points about the ship taking a one way high speed run into a planet or the deeps most accidents are going to involve loss of power, air, movement capability etc.

Since aside from crashing into a planet or direct enemy action it is very unlikely that a ship is going to be completely destroyed it may well be that the life pod tonnage in fact represents an area within the ship that has its own life support and power plus a lot of bunks and stores of suspend drugs.

Sort of like a vault that contains emergency low berths, it has its own hull and structure, a power supply good for many months and a good powerful disaster beacon. Since you can get 4 people into a 1Dton emergency low berth you should be able to get as many people in bunks with suspension drugs and an autodoc to monitor them and administer addition doses to keep them all asleep.

Adding component armour and bulkheads to a batch of emergency bunks plus some small fuel cells or the like and an air scrubber can easily build a survival shelter. Add radiation shielding to what is a small volume and you can easily use the Dtons required for the life pods to hold that many people. Pop in an autodoc to look after everyone.

This also gives you a few options, unexpected solar flare and you have a radiation shielded chamber where everyone can sleep away the flare in safety.

Need to pack in some steerage class passengers travelling on sleeper drugs that are paying cash and are off the books, you have the bunks ready to go.

The likelihood is that in civilised space your ship will be found fairly quickly by anyone that detects the beacon. The crew should be able to effect repairs of some sort and they can live in suits while they patch up life support or power to the drives. It’s the large number of passengers that are the problem and if you can get them all tucked up safely asleep in the emergency survival room.
 
phavoc said:
enough medical slow drug to put the passengers in a coma-like state for the duration of the emergency. The crew members may also use the same drugs for emergency hibernation if they expect a long recovery time.

Just a point on Slow Drug. As written, Slow Drug is the best way to move biofreight around - dose them on slow drug, then they can go four to a bunkroom. From the passengers point of view, under Slow Drug, an otherwise probably boring trip is subjectively not that long.

I solve the damage this does to the TU's economics by saying Slow Drug and hyperspace doesnt mix.

Working Passage is another travel option, particularly with Stewards. If some damned bureaucrat doesnt let a ship take passengers, then as someone above pointed out, you can just take their cash and let them travel as "Ships Gunner's Mate" or "Assistant Second Navigator".

Ive always imagined inflatable "Survival Bubbles" with canned oxygen and a rebreather to be the best way to temporarily save biofreight - Vacc Suit is a skill, but climbing into the bubble, zipping it around you and walking to the airlock is probably simpler than trying to get a vacc suit on.

Oh yeah, and before I forget - gambling on starships. Got to put a casino on board every liner.

Good stuff, by the way :)
 
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