captainjack23
Cosmic Mongoose
Whilst editing some of the trade section, I ran into an old nemesis-the passage rules. As in CT, they really are written to assume that travel is all planethopping . I buy a ticket, get on a ship, and get off at the next stop,one jump away or many. It costs 5000Cr per parsec. (we'll use High passage for discussion).
That said, a jump one passage is the baseline. A ship owner will get max profit from a jump one passenger run, no matter what. here's why: payment is constant per parsec, but higher jump ships, the proportion of useful space is reduced (by drive, plant and fuel), so a passenger (whose tonnage is a constant) represents a bigger proportion of the ships capacity - one can't add more passengers to make up the cost in fuel. Profit will always go down.
The fact that he average seperation in standard space is typically 2 parsecs may help some (more demand for jump two relative to jump one tickets) but really, after that its going to be hard to make salary as internal space goes down and fuel costs go up.
I'd really be surprised if jump 3 is the maximum for a passenger ship, and then with some subsidy.
I suspect that there should be some correction factor added for longer passage costs. ...perhaps cumulative +10 % per parsec after the first ?
Plus, consider a destination 6 jumps away - 6 regular passages will cost 30000, and take 6 weeks of hyperspace, and 12 weeks of transit. + potentially 6 weeks of maintainance. A jump 6 ship would cost 48000, but would get there in one week of hyperspace + two of transit. That's worth a premium. Plus, the ship can run multiple runs (passengers) in the same 18weeks. Probably not six, but several.
Another benefit is that a graded increase may encourage more fast courier ships- the travellers in a hurry may add enough profitability to otherwise marginal runs and ships.
I haven't run any real numbers to see if this will make runs profitable, but it at least addresses the issue.
Thoughts ?
That said, a jump one passage is the baseline. A ship owner will get max profit from a jump one passenger run, no matter what. here's why: payment is constant per parsec, but higher jump ships, the proportion of useful space is reduced (by drive, plant and fuel), so a passenger (whose tonnage is a constant) represents a bigger proportion of the ships capacity - one can't add more passengers to make up the cost in fuel. Profit will always go down.
The fact that he average seperation in standard space is typically 2 parsecs may help some (more demand for jump two relative to jump one tickets) but really, after that its going to be hard to make salary as internal space goes down and fuel costs go up.
I'd really be surprised if jump 3 is the maximum for a passenger ship, and then with some subsidy.
I suspect that there should be some correction factor added for longer passage costs. ...perhaps cumulative +10 % per parsec after the first ?
Code:
So:
1 5000
2 ( 5000 +5000) +20% =12000
3 (15000) +30% = 20000
4 (20000) + 40% = 28000
5 (25000)+50% = 37500
6 (30000)+60% =48000
Another benefit is that a graded increase may encourage more fast courier ships- the travellers in a hurry may add enough profitability to otherwise marginal runs and ships.
I haven't run any real numbers to see if this will make runs profitable, but it at least addresses the issue.
Thoughts ?