mavikfelna
Cosmic Mongoose
Ok, I had an idea.
On a standard Type-S you can add external fuel mounts for .4 tons and 200Kcr for the ability to mount 100 tons of tanks. This does not affect your streamlining unless a tank is actually attached. This allows a Type-S to make 6 jump-1s, giving is substantial legs for the rare time it might need it.
So, what if you mounted fuel/cargo containers in the tank instead of pure fuel tanks? Make the tanks give up 5% of their capacity and cost an additional 5Kcr and now you have a 95-ton container that can carry fuel or cargo. Now, the cargo would be treated as being external, with no gravity or atmosphere support but it would at least be protected from vacuum by a sealed tank. There is also no power to the tank. This makes a nice alternative to a Type-A free trader that a scout could pick up.
The tank in this case would be 30Kcr per ton, or 3Mcr, but since you're reusing it, it's not a lost cost. Developing a trade route, where you have a factor that loads up a tank for you would mean you could jump in, roll up to the high port and drop the tank you have, move over and install the new tank and be off in a matter of hours.
And, if you need that last 5 tons of fuel for some reason, add a 5 ton collapsable fuel bladder in the cargo hold.
I haven't looked at the economics of this yet, I'm just fleshing out the idea. But a scout courier configured this way should be comparable to a 200t cargo trader with J-1 M-1 engines. And any time they want to drop their tanks and store them somewhere, there are alot of scout bases out there.
The rules for drop tanks do have an Engineering Jump DM penalty equal to 15 - the TL of the tanks. I would assume a default of TL12 for drop tanks that are not Imperial Navy, as that is typically the TL default for Type-S and Type-A ships. So there is a penalty for using these. But there is no penalty to the cost for building them at a higher TL. So if you have access to an appropriate fab or yard, you'll pay the same at TL15 as TL12.
On a standard Type-S you can add external fuel mounts for .4 tons and 200Kcr for the ability to mount 100 tons of tanks. This does not affect your streamlining unless a tank is actually attached. This allows a Type-S to make 6 jump-1s, giving is substantial legs for the rare time it might need it.
So, what if you mounted fuel/cargo containers in the tank instead of pure fuel tanks? Make the tanks give up 5% of their capacity and cost an additional 5Kcr and now you have a 95-ton container that can carry fuel or cargo. Now, the cargo would be treated as being external, with no gravity or atmosphere support but it would at least be protected from vacuum by a sealed tank. There is also no power to the tank. This makes a nice alternative to a Type-A free trader that a scout could pick up.
The tank in this case would be 30Kcr per ton, or 3Mcr, but since you're reusing it, it's not a lost cost. Developing a trade route, where you have a factor that loads up a tank for you would mean you could jump in, roll up to the high port and drop the tank you have, move over and install the new tank and be off in a matter of hours.
And, if you need that last 5 tons of fuel for some reason, add a 5 ton collapsable fuel bladder in the cargo hold.
I haven't looked at the economics of this yet, I'm just fleshing out the idea. But a scout courier configured this way should be comparable to a 200t cargo trader with J-1 M-1 engines. And any time they want to drop their tanks and store them somewhere, there are alot of scout bases out there.
The rules for drop tanks do have an Engineering Jump DM penalty equal to 15 - the TL of the tanks. I would assume a default of TL12 for drop tanks that are not Imperial Navy, as that is typically the TL default for Type-S and Type-A ships. So there is a penalty for using these. But there is no penalty to the cost for building them at a higher TL. So if you have access to an appropriate fab or yard, you'll pay the same at TL15 as TL12.