Howdy! I hope I've selected the right place for this topic. But if it has to be moved, I'll understand. I was hoping to discuss some ideas I had about changing around some aspects of starship economics. I've already searched the archives, and read over whatever I could find. But it still didn't resolve all the issues I had. So, I thought I'd share my ideas with this group, and let some bigger brains than mine have a go at it.
Okay, first, I'm wanting starship travel to be less expensive. I like the idea of it being more availalbe to the masses, and it seems a bit too expensive currently.
There is an option in the T20 rules where fuel costs are halved. I like that, and will be using it. I can use the standard designs as-is, because I like the idea of a ship having enough fuel for two jumps. Maybe it's my pilot's training, but I want that reserve of fuel.
Also, I looked at the fuel costs, and they are consistent. They're five tons per parsec base (modified by the size of the hull). This means that the fuel cost will be the same to go the same distance, whether you do it in one big jump or a couple of smaller jumps. I'm willing to go for that. The higher J drives are more efficient, having lower tonnage to haul the ship the same distance. This gives the higher jump numbers, I think, a reason to be.
My last issue involves time in jump space. Each jump takes a week, despite the distance jumped. I'm not sure I care for that. I like the idea of the time it takes to travel being consistent. I'm not sure how much it should be. Some thoughts:
One day per parsec. That makes the little Jump-1 ships very quick to get around. Almost like commuter flights. Which, honestly, has some appeal to me.
One week per parsec. That puts the little J1 guys where they always have been. But that means the long jumps take six weeks. Whoa! That's a long time cooped up in a tin-can.
Two days per parsec, still keeps the J1 ships zipping around pretty quickly. J3 ships are the ones that will be spending a week in jumpspace. And the long jumps, J6, would be 12 days in jumpspace, which isn't too bad.
Or maybe something nonlinear? Square the jump number to get the number of days in jump space? Hmmm. Who would take a J6 trip, when they could take six J1 hops? Maybe nonlinear in the other direction, where a J6 takes less time than six J1? Maybe something where J1 is two days, and J6 is around ten days, with the other jumps appropriately spaced between them.
Okay, there are my ideas. It seems that every time I change one factor, something else changes. Not necessarily breaks, but requires tweaking. I'm wanting to play a game, not run an economic model. And I want to keep it simple, too. So, do these seem like some reasonable ideas?
I appreciate any input y'all can give me. Thanks.

Okay, first, I'm wanting starship travel to be less expensive. I like the idea of it being more availalbe to the masses, and it seems a bit too expensive currently.
There is an option in the T20 rules where fuel costs are halved. I like that, and will be using it. I can use the standard designs as-is, because I like the idea of a ship having enough fuel for two jumps. Maybe it's my pilot's training, but I want that reserve of fuel.

Also, I looked at the fuel costs, and they are consistent. They're five tons per parsec base (modified by the size of the hull). This means that the fuel cost will be the same to go the same distance, whether you do it in one big jump or a couple of smaller jumps. I'm willing to go for that. The higher J drives are more efficient, having lower tonnage to haul the ship the same distance. This gives the higher jump numbers, I think, a reason to be.
My last issue involves time in jump space. Each jump takes a week, despite the distance jumped. I'm not sure I care for that. I like the idea of the time it takes to travel being consistent. I'm not sure how much it should be. Some thoughts:
One day per parsec. That makes the little Jump-1 ships very quick to get around. Almost like commuter flights. Which, honestly, has some appeal to me.
One week per parsec. That puts the little J1 guys where they always have been. But that means the long jumps take six weeks. Whoa! That's a long time cooped up in a tin-can.
Two days per parsec, still keeps the J1 ships zipping around pretty quickly. J3 ships are the ones that will be spending a week in jumpspace. And the long jumps, J6, would be 12 days in jumpspace, which isn't too bad.
Or maybe something nonlinear? Square the jump number to get the number of days in jump space? Hmmm. Who would take a J6 trip, when they could take six J1 hops? Maybe nonlinear in the other direction, where a J6 takes less time than six J1? Maybe something where J1 is two days, and J6 is around ten days, with the other jumps appropriately spaced between them.
Okay, there are my ideas. It seems that every time I change one factor, something else changes. Not necessarily breaks, but requires tweaking. I'm wanting to play a game, not run an economic model. And I want to keep it simple, too. So, do these seem like some reasonable ideas?
I appreciate any input y'all can give me. Thanks.