This is where you run into problems of assumptions ... largely based on the maps we have available during the 1105 era.
You have to start thinking in "archipelago terms" that has more in common with Island Hopping™ to start getting a decent frame of reference.
If you start with the assumption that "there's lots of islands" (in this case, star systems on the map) ... BUT ... that the Vast Overwhelming Supermajority of them are NO LONGER INHABITED ... then the "distance between commercial ports/opportunities" vastly increases. At that point, you'll have vast swathes of space that effectively amount to
flyover jump over territory, because "there's nothing useful there" between your point of origin and your final destination.
From the Age of Sail, this would be somewhat akin to being in an island chain ... but NONE of the islands have any fresh water sources on them, so you cannot "slake the thirst of your crew" by putting ashore there. Furthermore, the same islands are uninhabited ... so no commercial/trading opportunities, no resupply depots ... nothing but little pockets of land that you can get marooned on and die of thirst on.
In that context, where you DON'T have a starport + world market/local population ready and waiting for you after EVERY SINGLE JUMP that you make (looking at you Free/Far/Fat Trader class designs), the ... context ... of what makes operations profitable shifts. You aren't looking at an operational tempo of jump/trade, jump/trade, jump/trade, jump/trade ... ad infinitum. Instead, you could be looking at an operational tempo in which you're only able to trade every 2+ jumps (and in extreme cases could require 12+ jumps in order to reach a world market where commercial trading and resupply can even be attempted!).
When there's "lots of territory, but no one is home (there)" ... having a longer RANGE built into your commercial transport starship operations stops being a luxury and starts becoming a NECESSITY. Additionally, having a life support endurance in excess of 1-2 jumps starts becoming absolutely critical when the distance between shore support services exceeds 2+ jumps in duration. No point in undertaking a long voyage of 12+ jumps when your life support will only last for 3 jumps ... and there are no resupply options between your point of origin and your final destination.
In other words ... just because there are STARS on the map (with planetary systems around them), doesn't necessarily mean that "going there" is going to be a "profitable" move for a starship. The opportunities for "bankruptcy" on multiple fronts (financial, parts & spares, life support consumables, ordnance, etc.) start getting prohibitively high, creating "moats" of knowledge around what few trade routes can be pioneered between far flung world markets.
No matter how you slice things, that's more than 2 subsectors worth of space between two worlds.
That's a LONG HAUL.
For any merchant starship making that voyage, they're going to be spending MONTHS going from origin to final destination (jumping every 10 days, stopping only to wilderness refuel along the way). Whatever they're transporting
had better be worth the trip ...
Fun fact ... if I modulate the routing from Vland to Answerin (using the 1105 map) and mandate wilderness refueling and avoidance of Red Zones, I get the following results:
- J2 = 2 parsec range ... 29 parsecs — 15 jumps
- J2+2 = 4 parsec range ... 21 parsecs — 14 jumps
- J3 = 3 parsec range ... 23 parsecs — 8 jumps
- J3+3 = 6 parsec range ... 21 parsecs — 8 jumps
So the J2+2 starship class would have a -1 jump per one way trip advantage relative to the J2 only starship class. Furthermore, the full 4 parsec range "isn't necessary" for every single transit between star systems ... but when it is, it makes a difference.
Here's another example of this phenomenon in action.
Karin/Five Sisters/Spinward Marches ... to ... Glisten/Glisten/Spinward Marches.
Same parameters (wilderness refueling required, avoid Red Zones):
- J1 = 1 parsec range ... 25 parsecs — 25 jumps (wilderness refueling NOT required, avoid Red Zones NOT required)
- J2 = 2 parsec range ... 17 parsecs — 9 jumps
- J2+2 = 4 parsec range ... 15 parsecs — 8 jumps
- J3 = 3 parsec range ... 15 parsecs — 5 jumps
- J3+3 = 6 parsec range ... 15 parsecs — 5 jumps
So the J2+2 starship class would have a -1 jump per one way trip advantage relative to the J2 only starship class (again).
Sure, it's a
marginal advantage in these two examples ... but there are going to be circumstances in which that marginal advantage
isn't quite so marginal depending on the arrangement of star systems on the map.
Perhaps the most extreme example of this that I can come up with would be Jewell/Jewell/Spinward Marches to Efate/Regina/Regina.
Same parameters (wilderness refueling required, no Red Zones):
- J2 = 2 parsec range ... 20 parsecs — 11 jumps
- J2+2 = 4 parsec range ... 6 parsecs — 3 jumps
- J3 = 3 parsec range ... 6 parsecs — 3 jumps
- J3+3 = 6 parsec range ... 6 parsecs — 2 jumps
As you can see much more clearly from this example, double jumping has some pretty distinct jump tempo advantages relative to single jumping, even across so short a span as a (mere) 6 parsecs.
Something to think about ...