Travel – Interstellar vs insystem

I’ve been developing a small ship, small universe Traveller setting that’s based on the spread of Terrans from the solar system over a couple of centuries. One of the things I wanted to do with this setting is to make habitable worlds extremely rare. Out of the 50-odd systems in my setting, there is a single planet with a breathable atmosphere aside from Earth. There are 6 other planets which are potentially terraformable, but most human habitation remains in space. This pushes my setting away from the traditional “one main world in an otherwise mostly uninhabited system” feel of standard Traveller, and I wanted to see what that might do to the feel of a system.

So, of course, I decided to dig into the economics of it, first…

Interstellar travel in Traveller requires a passenger starship, and the price of travel is based on the price of running that starship.

The Type A, for instance, has the following costs of operation:

Item

Cost

Crew

6,500/fortnite

Fuel

2,500/fortnite

Mortgage

77,250/fortnite

Maintenance

1,545/fortnite

Total

87,795

We’ve calculated costs per fortnite (14 days), instead of per jump, though this is the same for most commercial starships. For this, it can carry 82 tons of cargo, 6+ warm passengers, and 20 low passengers, and the cargo/passages it sells have to pay this. You can imagine liner variants that carry relatively small quantities of cargo, but have up to 20 more staterooms for warm passengers, but the economics for those remains largely the same.

Adding onto this are the life support costs. That high passage doesn’t give the trader 10,000 credits in profit, because 2,000 of it go towards paying the life support fees. If you imagine about half the passages sold are medium, that’s an average of Cr 7,000 for the ship per passage. Add to that Cr 900 per low passage, and estimate Cr 900 per ton (since it’s rare that a trader fills up the whole hold), and that’s the ship’s income. For our example Type A, that’s about Cr 134,000 per jump Enough to pay for everything, with a profit for the owner.

Now let’s look at insystem travel on a nonstarship or small craft. It’s easy to assume this will fall into an entirely different category of service, but it’s not too dissimilar to interstellar travel. Taking a shuttle from Earth to Jupiter, for instance, is a 4 day trip.

So let’s look at the cost of the shuttle – 95 tons, 71 tons of free space, for MCr 33. The crew of 2 is probably pilot and engineer. To this we’ll add a medic and steward, for limited passenger service. Like the Type A, it could carry more passengers for less cargo, but we’ll try to keep it similar to the Type A:

Item

Cost

Crew

6,500/fortnite

Fuel

200/fortnite

Mortgage

68,750/fortnite

Maintenance

1,375/fortnite

Total

76,825

So far the costs are pretty similar to the Type A, though I suspect a shuttle can easily manage 2 paying trips per fortnite. This allows for something like the 4 day Earth-to-Jupiter transit time, plus a few days in dock to handle cargo transfer, maintenance, and the like.

Since the Type A’s passenger pays on average Cr 7,000 + life support for their passage, and the passage takes twice as long as the shuttle’s flight, the shuttle passenger probably pays something closer to Cr 3,500 + life support for their passage. The life support is probably half as expensive, too, since the trip takes half as long, so that’s probably around Cr 4,500 total for passage on the shuttle.

This is not cheap.

One of the common conceits of Traveller is that interstellar travel is expensive. This allows for individual systems that develop their own cultures, without large scale mixing with other nearby cultures. But we can see here that insystem travel is also quite expensive, and probably contributes to a similar feel within a system. Because of the cost of travel, a habitat at Saturn would likely not see a lot of intermixing with a base on the Lunar surface.

There are all sorts of implications that come out of this. Individual habitats in a system will likely develop their own cultures, their own identities. They might see themselves in competition with the other habitats in the system. There might be tension between habitats, amplified by cultural differences and feeding distrust. It makes individual systems feel roomier, with more for players to do.

Digging into External Cargo

Ken Pick wrote a fantastic article for Freelance Traveller talking about using external mounts for cargo ships in Classic Traveller. I make heavy use of this in my own small ship settings. Ken’s rules for external cargo are fairly simple – special attachment points are added to the ship when it is built at a cost of MCr 0.01/ton of ship, and that’s it. I like the flexibility of this, but it does give large traders carrying external cargo a huge advantage: Bridge sizes. Book 2 specifies a ship dedicate 2% of its tonnage (minimum 20 tons) to the bridge and avionics, at a cost of MCr 0.5 per 100 tons of hull.

This means that a 2000 ton ship designed to carry 3000 tons of external cargo carries a 20 ton bridge at a cost of MCr 10, while a 5000 ton cargo ship carries a 50 ton bridge at a cost of MCr 25. Sure, the 2000 ton ship also spends an extra MCr 20 on external fittings, but it gains 30 tons of space!

I wanted to balance this out a bit, without getting too complicated, so I decided that in addition to Ken’s cost of external fittings, a ship that carries external cargo needs to have a bridge sized appropriately for the total tonnage it will carry. This makes small ships with external attachment points somewhat more expensive than a dedicated cargo ship of the appropriate tonnage, which seems an appropriate trade off for the added flexibility.

A cheap and easy example: The Duchamp class Scout/Courier

This is one of my favorite ships from my current setting. This is a small ship, small universe set in the year 2552. The standard 4-stateroom Type-S didn’t make a huge amount of sense, but a Scout/Courier equipped for a more flexible mission did, and this is what came out of that:

The Duchamp class Scout/Courier is an older TL A design that is still commonly seen. Designed in 2448 for long duration missions with little support, the ship is well suited for communications, survey, and exploration work. The Duchamp and all its variants feature large staterooms and comfortable living spaces, as well as convenient cargo holds with large belly lifts.

Name

Mass

Cost

Streamlined std 100 ton hull

MCr 2.2

External cargo attachment points

MCr 1

J-Drive A (Jump-2)

10

MCr 10

M-Drive A (2-G)

1

MCr 4

P-Plant A

4

MCr 8

Model/1bis Computer

1

MCr 4

Bridge/avionics

20

MCr 1

Fire control x1

1

MCr 0.1

Staterooms x2

8

MCr 1

Air/raft

4

MCr 0.6

Fuel

40

Cargo

6+5

It’s pretty simple – a Type-S with only 2 staterooms, with the rest of the space as cargo. The cargo bay is split into two connected sections, with the idea that the ship can accept a 5 ton multi-mission payload specific for whatever mission it is on (which can include additional living space, if that is needed for the mission).

The two things to note on this is the addition of the external cargo fittings, and the increased cost of the bridge. This allows the ship to carry a 100 ton external module, reducing its performance to Jump-1 and 1 G acceleration.