I think the crew requirements need to be more clear allso. With MoT haveing Robot, Drone, and Expert skill software in the basic rules. Some players will want to push crewing requirements down by useing Robots and non-certified, expert skill program useing crew to cover the gaps.
I allways looked at crewing levels as -legal- and -interstellar shiping- requirments, as much as the point at which you don't want to add more automation.
I would never let my players get away with just haveing an AutoDoc with Medic/1-2, stuck in a Lowberth / sickbay room. Most worlds require a real live trained Medic, to sign off on the health of passengers and crew. Not a robot or someone useing an expert skill program. The same with Lowberth use. Even if you upgrade them to TL 12+ CryoMed berths with built in AutoDocs, you still need a real live Medic to oversee them to preserve your legal protections.
If you have High / Mid pasengers you need at least one real live Steward allso, a Servitor Robot will not do. It will not be culturally acceptable to many of the passengers and even some of the crew. "They are replaceing us with Robots and takeing away our jobs!!"
The same thing goes for the Pilots / Engineers / ect. ....... there needs to be a real live person to sign the paperwork and then take the blame if something goes wrong. Not a Robot or someone useing an expert skill program. :wink:
While a "real" ship would have a number of deckhands and mechanics, to take care of the cargo, routine maintenance, ect. Traveller has allways given us a break there, by leting the more skilled crew members take care of that on top of their main job.
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I think of more concern is the fact that Repairs & Maintenance has been changed to Cr. 100 per ton of ship per month. From a 2 week yearly overhaul, at a cost of 0.1% of the cash price of the ship. Allso, with one level of Steward skill and 1 dT of cargo space per High passenger, only jump 3+ Liners of 800+ dT will be offering this service. Jump 1 and Jump 2 ships would do better to just have a single Steward and 10-15 Middle passengers.
Many small tradeships will be working hard to cover their operating expenses. How are they going to cover the monthly bank payments? Even if they make a 50% down payment, no one in their right mind would finance them in the first place. The risk vs reward and ROI stinks so bad. A Subsized Merchant is in just as much trouble. Once the 50% of gross receipts is payed, there is a good chance that there will not be enough money left to cover Fuel, Life support, Maintenance, and Crew Salaries.
Geting Fuel prosessors and skiming Gas Giants wastes to much time, for a tradeship. The most profitable and reliable cargo runs are form Highport to Highport, with only Refined fuel for sale. Going to Class C ports on midsized worlds that sell Unrefined fuel risks not geting a good cargo out, in a timely manner.
So you end up with lots of old "free" Scoutships. That try and stay on a rout with Scout bases and Scout waystations, because the Maintenance and fuel is free for them there. A few 600 dT Subsidized Merchants, tryng make it as mini-liners ( the 400 dT jump 1 TypeR is very bad ). A mix of 200 - 800 dT Corsairs, Cruisers, Armed Fast Merchant ships, ect ( that make their money on high value cargos and semi-military operations. ) Only speculators, smugglers, and the megacorps with their fleets of Jump3+ 1000+ dT ships will be able to make a ROI worth the risk of running a Spaceship.
It was hard enough for a Free Trader or Subsidized Merchant to make it before. Cost of operation is so high now, that "Tramp" cargo ships would be a rare thing. If you want lots of "cheep" 30MCr - 100MCr Starships around ( for those, not so nice Corsairs and Cruisers to pick on ). Then operating costs need to come back down to CT levels.
I know many people will not be running a campaign with Trade as the main plotline. But you want to have the Starships, from the Ship Shares Table be able to make a little money. At leat untill you can sink the main plotline hooks into your players :twisted:
Edit:
Ship building needs other fixes than the Power Plant / energy point problem.
Limits on Jump travel are by the max Tec Level of computer you can use, not the Jump drive you can build.
Armor is way to good for it's 5% space requirment and is not maxed at a ships Tec level.
50 dT weapon bays only needing one hardpoint and one gunner, will lead to lots of 1kT - 2kT missile Cruisers / SDB. That stand off at long range and pound anything without heavy anti-missile systems. i.e. 4 - 10 missle Bays pumping out 12 missles each, with the rest of the hardpoints used for sandcaster turrets and maybe a few laser turets. Remember the less energy you need to power your weapons the more is left for you high G MD and energy weapons use -alot- of energy.