Last call for feedback: Passengers and profits

captainjack23

Cosmic Mongoose
Main problems with passenger travel as in 3.2 MGT[/b]
1. Its a loss compared to all other kinds of cargo and freight.
2. Typically passenger profit needs to have a substantially higher margin than cargo to be worth the extra trouble (cargo doesn't snore, sing, argue politics, practice the electocordian, talk back, demand better food, get sick, sue the captain, or hijack the ship)

So, the goal is to make it profitable both in terms of the basic freight costs, and then some.

I'm using freight largely as presented in 3.2, and the above CaptainJack/Aramis trade model for spec trades as profit comparison.


Suggestions for profitable pasengers:

Increase the passengers per steward.
I'd suggest at a minimum that a steward should be able to handle (level +1 )*2 high passage passengers. with a minimum of one level 1 steward on the crew. lev 0 stewards are basically porters, maid service and cabana boys. They need a manager & the ship needs a purser as a minimum.

Count Mid passengers as 1/4 a passanger each. (round up if needed - make those S/C work if they want to have passangers).
In most cases, stewards should double bunk.


Assuming a steward 2 supporting 6 passengers, we have income of 36000 Cr for 24 tons + 2 tons (steward will half bunk); ignoring overhead, a bit.

we get 36000 for 25 tons for 1.36 kCr per ton of passanger, which means 36% more profit than freight, and cash up front. See notes below about the luggage allowance.

increase and rescale the cost of a passage by range
Set the base HP cost for a J1 ticket at at 6000Cr
jump 1 and two passages are unchanged. They sell for 6Kcr and 12kcr respectively.

Above that, the trip becomes a premium ticket, as the time saving is substantial enough that carriers will charge for it; plus the profit numbers start to get tight at J3 for most ships.

Id suggest that a J-3 ticket cost 20Kcr sold as a "direct ticket";
J4 and 5 are sold as "express" tickets for 30K and 50kcr;
J6 is courier class, and heck- 75Kcr ? 100Kcr ?.

Note that a standard ticket can be purchased for any of the above routes - as multiples of a J-1 ticket. You get there slower, but cheaper.
Code:
Basic HP costs, by parsecs per Jump.

J1 6000Cr
J2 12000Cr
J3 20,000Cr
J4 30,000Cr
J5 50,000Cr
J6  market price, ask your server.

Mess up the elegence of HP/MP by restructuring types of passage.
I'd say making mid passage 4000 to make it work (as a loss reducer), and allow a special economy mid at 2500 allowing double occupancy.

Mid passage has less luggage allowance and messes like the rew.

Econ have rationed water, and either pay as you go or vended food or are expected to carry their own (bus model)

High passage has its own food and dining, at least the equiv of a good restaraunt.

Notes on luggage space.

Mid passage has (for convenience) a 1/10 dTon (1.4 cubic meters) luggage allowance included in the cabin.

Econ mids share it, so be nice !

I'd suggest that Hp bump econ mids before they bump standard mid passengers. The ticket brings in a bit less, but having only one passanger to support proably brings it to a puch. And one frugal passanger is likley less trouble athan 2 stinky crowder MRE eating passengers anyday.

The problem as ever is the HP luggage allowance -1dTon per. I'm loath to change it, so I wont. If one assumes the 1 ton luggage allowance for a HP is extra to the cabin space,the profit/ton hits 1.12. Which, with overhead might bring it down to somewhat less than 10% more profit than freight. This may not be enough to justify carrying High passangers., and I'm unwilling to raise the basic price much more.

one solution is to bury the extra dTon in the deckplan as part of the living space...not the best solution for a varietyu of reasons, but a solution that is quick and easy.

Another is to have a basic HP include 1/4dton seperate from the cabin with the option to upgarde to a full dTon for 500 extra credits. Any more is charged at standard freight.

6 Standard HP = 24 tons +1.5 tons +2 tons = 1.31Kcr/ton.
If they all upgrade , getting a break on freight costs , (essentially a 250cr discount over freight) we have 24 +2 +6 tons with 36000+ (.5*6) =39000Kcr for 32 tons =1.22Kcr/ton.

One additional bonus of passengers becomes apparent when the trade rules are considered. Since characters only have access to a limited numbeof lots of freight and spec (with the changes above), passangers allows a stacked revenue source - in short, one can't get more frieght once the lots are gone, and if you have no cabins, you 've topped out your profit/ton.



Thoughts on cost
I considered upping the ticket price more , but looking at the cost of living table, 5000 is a months expenses for a soc C(12) character. This suggest to me that high passage is indeed first class, and that there should be sufficient people to support it, if one assumes 1/36 of the population can dump one months rent and food and fun into a passage at will. One can probably save for more or less months and get a Mid passage if soc 8 & up, or less time for an econ.

My overall goal was to treat it less like an airplane or train, and more like a very early steamship or sail route: one does not commute or take quick jaunts ....its possible for most people to travel, eventually (say to colonize or just emmigrate), just not frequently. Thats for the rich, the important, and the people with buisness expenses accounts.
 
I am all for lowering the overhead costs of passenger travel, by cuting down the number of stewards needed. But the head steward / purser and head chef should rate their own staterooms and not have to share. The MGT 3.2 passenger table is not going to get you very many High or Mid passengers on many worlds in an average subsector, so adding the Economy double occupancy stateroom option is very helpfull to make sure you fill up your staterooms most of the time. As long as ship costs and financing are fixed first. Your ideas and rates look good to me.
 
Zowy said:
I am all for lowering the overhead costs of passenger travel, by cuting down the number of stewards needed. But the head steward / purser and head chef should rate their own staterooms and not have to share. The MGT 3.2 passenger table is not going to get you very many High or Mid passengers on many worlds in an average subsector, so adding the Economy double occupancy stateroom option is very helpfull to make sure you fill up your staterooms most of the time. As long as ship costs and financing are fixed first. Your ideas and rates look good to me.

Good idea about the crew quarters for the manager types.
Probably won't be an option on tramps or small carriers-if even XO has to double bunk.......but worth considering because who'd want to share quarters with the head chef on a tramp passenger ship (Cookie from Beetle Bailey)? :wink:

The econ double is a bit of a break with CT, but its really makes things work for the MP trade. Its never been explicitly banned, I think; in most versions its just not discussed. I can't remember who pointed it out earlier, and if it was on this list or another, but thanks !

And thanks for the above feedback.
 
captainjack23 said:
Zowy said:
I am all for lowering the overhead costs of passenger travel, by cuting down the number of stewards needed. But the head steward / purser and head chef should rate their own staterooms and not have to share. The MGT 3.2 passenger table is not going to get you very many High or Mid passengers on many worlds in an average subsector, so adding the Economy double occupancy stateroom option is very helpfull to make sure you fill up your staterooms most of the time. As long as ship costs and financing are fixed first. Your ideas and rates look good to me.

Good idea about the crew quarters for the manager types.
Probably won't be an option on tramps or small carriers-if even XO has to double bunk.......but worth considering because who'd want to share quarters with the head chef on a tramp passenger ship (Cookie from Beetle Bailey)? :wink:

The econ double is a bit of a break with CT, but its really makes things work for the MP trade. Its never been explicitly banned, I think; in most versions its just not discussed. I can't remember who pointed it out earlier, and if it was on this list or another, but thanks !

And thanks for the above feedback.

It's only been explicitly discussed at all in T20...
 
as level 0 is suposed to be fully trained I would make the passangers to steward ratio something like (level*2)+1 as even a lowly cabin boy should be able to look after 1 passanger if he has been trained and dedicates all his time to it. that gives you a total passanger manifest of (total crew levels*2)+ number of crewmen with steward skill

example: tramp freighter with 5 crew (level 0 steward) and a purser (level 2 steward) can carry upto 10 high passangers depending on stateroom availability with the formula I gave or 16 with captainjacks (level+1)*2 unless we are stipulating that passangers require dedicated stewards who perform no other function
 
Older versions of Traveller did require a dedicated Steward for HP.

Also, remember that with the MGT character generation system, Steward-2 is going to be VERY RARE.

Steward-0 and Steward-1 are the standards and we should design the system around those skill levels.

That Steward-3 character is worth his weight in Iridium to ANY major passenger liner and will be equivalent to a world class chef and the best waiter/matre'd you have EVER seen, all rolled into one awesome person.
 
Rikki Tikki Traveller said:
Older versions of Traveller did require a dedicated Steward for HP.

Also, remember that with the MGT character generation system, Steward-2 is going to be VERY RARE.

Steward-0 and Steward-1 are the standards and we should design the system around those skill levels.

That Steward-3 character is worth his weight in Iridium to ANY major passenger liner and will be equivalent to a world class chef and the best waiter/matre'd you have EVER seen, all rolled into one awesome person.

A spur of the moment character generation session last night with "the gang" has reminded me about that. generally, it seems that skill 3 + occurs because of the skill packages and connections...which NPC characters are assumed to not have the benefit of. I've rolled or been nvolved in rollinf a fair number of characters thus far, and skill 3 does stand out. I think I've once gotten a level-4 skill withour using the connections or Skill packages, but thas about it - and even that relied on some default rank sills in two careers to get (long term scout, short term merchant, I believe: Pilot-4. Best damn pilot you've ever met.....)

That said, the main question between these approaches is balancing passage costs vs overvaluing skills. Should a skill thhree master steward (Jeeves ?) be able to take care of 7 or 16 passengers. seven seemss more realistic, even for Jeeves, but, that puts the low ends back in the soup as far as expenses go. I'll think on this.
 
captainjack23 said:
Rikki Tikki Traveller said:
Older versions of Traveller did require a dedicated Steward for HP.

Also, remember that with the MGT character generation system, Steward-2 is going to be VERY RARE.

Steward-0 and Steward-1 are the standards and we should design the system around those skill levels.

That Steward-3 character is worth his weight in Iridium to ANY major passenger liner and will be equivalent to a world class chef and the best waiter/matre'd you have EVER seen, all rolled into one awesome person.

A spur of the moment character generation session last night with "the gang" has reminded me about that. generally, it seems that skill 3 + occurs because of the skill packages and connections...which NPC characters are assumed to not have the benefit of. I've rolled or been nvolved in rollinf a fair number of characters thus far, and skill 3 does stand out. I think I've once gotten a level-4 skill withour using the connections or Skill packages, but thas about it - and even that relied on some default rank sills in two careers to get (long term scout, short term merchant, I believe: Pilot-4. Best damn pilot you've ever met.....)

That said, the main question between these approaches is balancing passage costs vs overvaluing skills. Should a skill thhree master steward (Jeeves ?) be able to take care of 7 or 16 passengers. seven seemss more realistic, even for Jeeves, but, that puts the low ends back in the soup as far as expenses go. I'll think on this.

I can see you useing connections to get to level 3 in a skill. But the way I read skill packages they are level 1 skills, not +1 level to skills you allready have :?
 
Zowy said:
captainjack23 said:
Rikki Tikki Traveller said:
Older versions of Traveller did require a dedicated Steward for HP.

Also, remember that with the MGT character generation system, Steward-2 is going to be VERY RARE.

Steward-0 and Steward-1 are the standards and we should design the system around those skill levels.

That Steward-3 character is worth his weight in Iridium to ANY major passenger liner and will be equivalent to a world class chef and the best waiter/matre'd you have EVER seen, all rolled into one awesome person.

A spur of the moment character generation session last night with "the gang" has reminded me about that. generally, it seems that skill 3 + occurs because of the skill packages and connections...which NPC characters are assumed to not have the benefit of. I've rolled or been nvolved in rollinf a fair number of characters thus far, and skill 3 does stand out. I think I've once gotten a level-4 skill withour using the connections or Skill packages, but thas about it - and even that relied on some default rank sills in two careers to get (long term scout, short term merchant, I believe: Pilot-4. Best damn pilot you've ever met.....)

That said, the main question between these approaches is balancing passage costs vs overvaluing skills. Should a skill thhree master steward (Jeeves ?) be able to take care of 7 or 16 passengers. seven seemss more realistic, even for Jeeves, but, that puts the low ends back in the soup as far as expenses go. I'll think on this.

I can see you useing connections to get to level 3 in a skill. But the way I read skill packages they are level 1 skills, not +1 level to skills you allready have :?

Whooops. Well, its been a while and a few versions since he was rolled up. Perhaps it was allowed if I did do it that way when I did it ?

Anyway, just makes the issue about value of skills more important. I know for a fact that last in nights batch, the players did have to get used to the fact that most of their skills were level 0, and they weren't incompetent as a result.....

I note in retrospect that the rules for 0 level skill improvement help to keep it that way.....0+0 =0; 0+1 =1.
 
As it says, last call. I'll try and post the version I send off to gar, for derision and amusement, purposes, at least... :wink:
 
OK first off, what about payments being 1/260th the price, which is 13x4 week months (52 week 364d year) versus 1/240 12x4 week month (48 week 336d year) That makes all ships more affordable: 1MCr @ 240, 4167Cr/month, 1MCr @ 260, 3847Cr/month: 7.6% discount!

250kCr stateroom 812 amortized stateroom cost (/260)
3t stateroom 3000 freight carriage equivalence
free air/water 250 life support (great food!)
4012 ticket cost
w/ 100kCr stat 39Cr amortized (/260)
3289 ticket cost
say 5k for the ticket, no medic or steward needed for mid passage

more later.
 
One thing that I thougt was different is that couples get separate rooms. This does not make much sense. Why wast a room? Put couples together. Maybe charge the 2nd person a lower price (60%?). It's what I do in my campaign.
 
Maccat said:
OK first off, what about payments being 1/260th the price, which is 13x4 week months (52 week 364d year) versus 1/240 12x4 week month (48 week 336d year) That makes all ships more affordable: 1MCr @ 240, 4167Cr/month, 1MCr @ 260, 3847Cr/month: 7.6% discount!

At 13 payments per year, you will need to make a payment even when the ship is tied up with it's annual overhaul. Here is an alternative refinancing option:

40 year mortage = 1/240 the price for 480 weeks
60 year mortage = 1/288 the price for 720 weeks

you pay less per month and more per ship (total interest).
The bank still earns a 0.2% per month return in it's investment.
For those wanting a faster payoff and less total interest:

20 year mortage = 1/160 the price for 240 weeks
 
Agreed other possibilities, as well the 20yr 1/260. reconciling the 2-week downtime with payments has always been a trick, getting rid of the extra free month payment is a biggie (wouldn't buy a house on those terms!).

That they dropped the revenues from 10kCr to 6kCr for high, 8kCr to 3kCr for mid, *of course* it's broken (this took a developer to do?!) it's also *still* broken, but now at least I have my Mercenary SRD allowing me to specialize in torture with my interrogation and mount an AT gun on my suit (sigh).

Not mentioned yet which was quite doable is having a multiple jump vessel ex 2xJ1 for J2 capability (it allows you to take a passenger for 2J away yet travel at J1 speeds), this is a way around multiple jump problem vs the "next stop only" issue. ala "what you say you're heading trailing (back to the Imperium in the Foreven, no?) you head over Regina way I got a buncha widgits need delivery, in three months..." Mostly that those ships were quite doable and often more profitable as well.
 
Maccat said:
...Not mentioned yet which was quite doable is having a multiple jump vessel ex 2xJ1 for J2 capability (it allows you to take a passenger for 2J away yet travel at J1 speeds), ...

Missing your drift here... since time is approx 1 week in jump regardless of jump number - are you saying doing a double jump in the time of a single?
 
no instead of a Jump 2 ship (say a scout/courier J2A) makes a jump 2, goes 2 parsecs in a week

a ship (say a Type A 200t Free Trader J1A, with demountable tanks) Makes a jump 1 then makes a second jump 1, takes 2 weeks for a total of J2. or along a main they take a passage for 2 jumps away, but stop (as usual) along the next world along the main, a J1, then proceed (still carrying that passenger) to the second world, say a week in port so takes 3 weeks travel (1 in jump, 1 in intermediate port, 1 in second jump)

There have been (vigerous!) discussions about only getting freight or passengers for one's next stop, per the rules if i am able to do J2 (albeit taking twice as long) and i have a passenger or freight for there, then on board they come. I make a stop along the way that's ok, i hit another port getting there otherwise do a deep space jump to get there. Mind you i need to pay their life support for the longer stay, it ties up that stateroom, but doable all the same.

There are more ways of using a ship to travel somewhere, all the talk of the trade rules costs and revenues is using "standard" port-jump-port style. In CT with a 400t trader with B drives and no launch, you can make enough to travel like J1, port, J1, J1, port, J1, port, J1, J1, port *and still make the payments*. Because of the tech jump limits, I've always wanted a "slow" TL B trader that can make 2xJ2 to travel the J4 XBoat lanes. lotsa movie material, slow boat to china, that one with the missionary and bogart, Heart of Darkness, etc etc etc.

By not paying for the much more expensive higher drive capacity, the idea is you can make up that price differential taking longer to get there, but having lower expenses as well. Did up a 200t Frontier/Far/Fat scout does 2xJ2 on the CotI boards fleet and deck plans using MGT as an example of this. Instead of a J4 (1wk), it does 2 sequential jump 2s (2wks), is "half" the speed of an xboat in jump.

So instead of 25 jumps a year you get 17 doing double jumps. Makes payments harder, the travel slower, more worlds accessible (take Foreven Sector!) Considering that as stands carrying freight is more profitable (by a large margin!) than carrying passengers, and all the talk so far has been more of J2+ travel, *something* sure needs to be done lol.

There's also the issue in all this that a mortgaged payment capable ship in CT is VERY profitable as subsidized, and EVEN MORE SO when wholly owned/paid off. Example on CotI boards of a LBB2 J2 profitable trader (granted using unrefined fuel)

Critical thresholds:
Mortgaged Make operating expenses plus mortgage (hard)
Subsidized Make operating expenses on half revenues (lots easier)
Owned/Free Make operating expenses on full revenue (crazy easy)
profits as well become much greater. the disparities are pretty big as well!
Trick is having it be an adventure from starting out with partial ownership as generated ship shares to paying the ship off or earning enough to buy your own smaller one (or trade up for a larger mortgaged one!) the Imperium was founded on trade and a LOT of people go with that. Just as you need gas in your car to go somewhere, same holds true for the spaceships. Only it's way broke now lol.
 
Ok -

Consider that Independent Starships are just like small business startups...

Most are lucky to stay afloat and usually on the backs of their owner's savings, house mortgages, ex-spouses, etc.

Most are not around in 7 to 10 years (and often less time)...

Double digit, MCr loans are gonna be hard to pay off on just passenger ferrying... this makes a lot of sense. And in most cases its like offering to charter flights between two major cities for the same price and time as the big outfits - that would be stiff, very low margin competition...

To me, even with the ship paid off, the costs of ownership should still be so high as to require players to look for alternative means of income (read adventure). If they just want to run a passenger ferry let them play a computer game...

And hauling passengers doesn't need to be more profitable than cargo - but passengers come to you and may be a steady extra income (when there is just not enough cargo to go around). Sure, they may be more hassle - but they are easy to load/unload and pay upfront. And if there is a problem with customs its not likely to be your problem (unless you are suspected of harboring known fugitives...) and at least you'll already have your credits for posting bond :wink:

Passenger fees are 'income' on the top - other forms would be required to keep up payments, fees and maintenance costs. Speculative freight should be a lot more profitable (when the gambles pay off). Passage fees to me are just the butter on the bread and butter. And if the players want to buy a better ship or 'a floaty island of their own' they are gonna have to do more than just haul passengers and standard trade freight around.
 
Maccat,

The 2J scenario is certainly an option - and more feasible using fuel tenders in 100Dia slots for rapid turnaround. With fuel processors standard on many designs, it seems like unrefined fuel would be readily available at a markdown. The extra day would be a good trade-off for the lack of cost/time to acquire drop tanks and avoids their risks.

(Of course, 'refined' fuel is likely to be sold at a premium and its quality might be questionable enough to want to run through the fuel processors anyway :wink:)
 
Um, but that's just it it's not extra, it costs you 4t for the stateroom which could be freight at 1kCr/ton, not even counting the life support, required medic and steward (8t, plus *more* life support, plus salary) and already we're up to 1.5MCr for the staterooms themselves (6250Cr/mo payment) (or 5770Cr/mo using the 1/260 <s>) Oh and life support there 3k. and salaries what? 3kCr/2 week jump) Again weekly monthly gah. ok 2 jumps a month:
6250 for the stats, 6k LS, 6k salary, it's costing us 18,250 for the staterooms, life support and salaries for those staterooms and passengers, plus we're out 12t of freight (which would be 24kCr for a month!) and we get, for a mid passenger J1, twice, 6k. And yeah, it *is* like a business. No passenger, +24kCr/mo, passenger, -11750Cr/mo...
At least in ol' CT, the revenues made passenger traffic more lucrative than freight, although you were limited in sheer tonnage how many you can carry (also limit to how many you could get anyhow). 4t stateroom, 4kfreight revenue. assuming no steward or medic, and not counting the cost of the stateroom, less life support, said J1 mid passage is 2k.

And yeah it is tough to make a workable ship especially economics-wise. Things are better with the mongoose ship design, no waste space fixed drive, the hulls are cheaper streamlined, computers WAY cheaper. Less fuel too! Neat stuff like the compact bridge and libraries and such. But for average manning i need three pilots at 6k a month, *each*: ouch! Or I use an autopilot, which requires Expert Software, which requires Intellect software, *which is illegal at LL1 (Imperial interstellar law)*? ya?

So if it's really tough and hard at 2 jumps/month full bore 25J/yr, the 17J/yr by double jumping is straight out. Harsh as a business, there'll be "feeder" cargo haulers making the bucks to pay for the "fun" uneconomical ships (like a passenger liner!) More hurting is that there'll be tons of empty box cargo haulers, and not much mixing people hauling going on.

Alternately could go well, that caste Vilani Bureau system, they just make the ships, have for generations, every kid administrator gets one. Sure it's unprofitable, but then it hasn't yet succeeded in eliminating the Vilani Bureaus <s>. Could be that for 1000s of years they've been bilking the poor shipowners out of that extra month payment a year, you can buy a lotta ships straight out with *them* Cr !!! Buy any one-use jump tapes lately trader? <s>
 
The profit(less) passenger business is similar to what is currently faced by Amtrak in the US. Amtrak is a money looser, has been for a long time. Only government subsidies keep it operational. Cargo hauling by train is profitable.

BALANCE is needed here and lots of number crunching before something is published.
 
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