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Travel classes

passenger profit/loss

If you add in the payments the number look something like;

For the high passengers, subtract 500 cr/Dton life support and 375 cr/Dton for the steward (based on 2 high passengers - use 94 cr/Dton if 8 high passengers are carried).

For the mid passengers, subtract 500 cr/Dton life support.

For the low passengers, subtract 200 cr/Dton life support. (100 cr/person IIRC)

high passengers = 2,500 cr - 500 cr - 375 cr = 1,625 cr/Dton. -130 per week for financing= 1495 cr/Dton

mid passengers = 2,000 cr - 500 cr = 1,500 cr/Dton. -130 per week for financing= 1370 cr/Dton
low passengers = 1,750 cr - 200 cr = 1,550 cr/Dton. -104 per week for financing= 1446 cr/Dton

of course the bottom line is if you don't offer any of the passages you are leaving money on the table.

as for the profit vs cargo you are still making ~150% more on passengers.
 
Re: Last post
If the figures are right, then providing Mid Passages is effectively uneconomic, cost wise for a ship owner, compared to either High or Low passage....
So why is there a Mid Passage option at all ?
.
 
Frozen watch

One Additional reason to lower the target number is the cold watch, does it honestly make sense for the military to risk the death of officers that they trust enough to give a ship?
 
Passage profitablity

High passage offers a better return, but requires that the ship retain a steward, if you go 1 month without high passengers you loose 3000cr for the steward, and 2083cr for each stateroom.

Mid passage requires only that a stateroom be present, and you only have to pay the life support if the room is to be used, pressumably the rooms can be sealed and left unused until needed. The rules are a little vague on this.

One additional consideration, mid passengers may be bumped by high passengers.
 
Spank, you are correct.

Mid Passage is sort of "space available". You can be bumped, but SOME profit is better than NO profit if you leave the stateroom empty...

Ships don't design staterooms with Mid Passengers in mind, they just fill up the empty rooms with them so they still make a bit of cash on that trip.
 
Nifty ideas all around.

As I've blathered about in similar topics, IMTU low berth passages are the way most passengers travel between most systems. (I dropped CT's survival roll about 2.3 seconds after I first read it.) Low berth travel IMTU differs from the OTU in a few ways:

Low berths - when operated by large reputable passenger firms along well trafficed routes between major worlds - are "Western airliner" safe. Similar to Western airlines' single deaths being measured in tens of millions of passenger-miles, low berth deaths are measure in tens of millions of passenger-parsecs

Low berth travel - again conducted by large reputable firms along highly trafficed routes between major systems - is also "Western airlines" cheap. On the order of "Fly the family from Chicago to Paris this year on holiday" cheap or "Take the kids to Disneyworld from Toronto" cheap.

Low berth travel is cheap because of economies of scale and because low berth passengers are shipped as freight.

You book your flight, pack your bags, take a taxi to the nearest low berth center which is not located at the starport, check in, and are "frozen" by the center's trained staff who do nothing but freeze and thaw low berth occupants all day. After you're frozen, your berth is shipped to the port, loaded aboard a low berth "liner" (acutally a big cargo hauler), and you're carried off to your destination where the procedure is reversed.

Now, IMTU, if you're not travelling with a large reputable firm, not moving along a highly trafficed route, and not travelling between major worlds, your low berth voyage is "African airliner" safe... or worse.

If you're stupid enough to buy a low passage ticket from Cap'n Blackie for a trip between East Chipeepee (pop. 2) and West Picheechee (pop. 3) and then freeze out in the hands of the crew of the Sufferin' Bastard you deserve everything that may, and possibly will, happen to you.


Have fun,
Bill
 
My modification to this would be that middle passengers can go to certain places, e.g. the lounge, and receive steward service, but to get it in their cabins they have to order and pay for it.

Golan2072 put up a modified low berth survival table here...
 
Extended low berth model

I was messing around with expanding the low berth model, after looking over my notes from previous musing here's what I came up with;

Low berth

At TL 8 it is possible for a civilization to manufacture and utilize cryogenic sleep, however devoloping the technonlogy independently does not usualy occur until TL 11. As civilizations progress low berth tecnology becomes increasingly size efficent.

Code:
TL Dtonnes Sleepers  
 8  3  1   
 9  2   1  
10  3   2  
11  1   1  
12  2   3  
13  1   2  
14  1.5  4   
15  1   3  
16  1   4

Berths may be overbuilt, effectively this reduces the TL of the berth for size and capacity, but provides a bonus to survivabilty and severity.


low berth travel procedure

Low berth travel is a fairly straight forward process, A passage is booked, the passenger preped, frozen, he travels, after travel he is revived. How ever sometimes there are .......... complications. These complications, can be traced to several obvious sources, Prep, Travel and Revival. The factors can effect survival in 2 way, chance of complications and severity of complications.



Prep

There are several methods of prep. They vary in cost and time needed. most of them require 3 days.

Code:
Method             Survival     Severity          Cost
Wounded              -2
Serious wounded      -2           +1      
No Prep              -2           +4              0 CR     
Field Prep           -1           +1            100 CR
Self Prep             0           +2            500 CR
Out Patient           0            0            750 CR
Facility             +2           -2           1000 CR

Travel      

      Actual travel usually has very little effect on survival, usually. 


                       Survival           Severity                   
Unmonitored               -2                +4           
Power loss (per hour}     -1                +1
            
       
Revial
Revival usually takes 3 days.

Auto Revive              -2                +4               0 CR      
Auto Revive w/followup   -1                +2            250 CR     
Out Patient               0                 0            500 CR
Facility                 +2                 -2          1000 CR

Survival

for survival roll 7+ on 2D6
-1 END 6+
For each stat reduced to 0 or less treat as a standar wound, but they are healed at rate of 1 point every 2d6 days of medical care by a doctor. Roll 6+ for each stat to prevent loss of 1 point permanently. 3 or more wounds are considered deadly, the character will require hospitalization, until fewer than 3 stats are below 0

Code:
	Severity			   Wounds
	2			1d6 to 1 stat
	3			1d6 to 2 stats
	4			1d6 to 3 stats
	5			1d6 to 4 stats
	6			1d6 to 5 stats
	7			2d6 to 1 stats  1d6 to 4 stat
	8			2d6 to 2 stats  1d6 to 3 stats  
	9			2d6 to 3 stats  1d6 to 2 stats
	10			2d6 to 4 stats  1d6 to 1 stats
	11			2d6 to 5 stats
	12			3d6 to 1 stats  2d6 to 4 stats
	13			3d6 to 2 stats  2d6 to 3 stats
	14			3d6 to 3 stats  2d6 to 2 stats
	15			3d6 to 4 stats  2d6 to 1 stat
	16			3d6 to 5 stats	
	17			4d6 to 1 stats  3d6 to 4 stat
	18			4d6 to 2 stats  3d6 to 3 stat
	19			4d6 to 3 stats  3d6 to 2 stat
	20			4d6 to 4 stats  3d6 to 1 stat
	21+			4d6 to 5 stats
 
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