Johannes replied to me:
> Large crews mean many NPCs. Running a game with many permanent NPCs and 
> little that creates a us vs them with the PCs, other then them being NPCs 
> is more difficult to roleplay. It also gives opportunities to the GM that 
> the simpler setup does not, but it's not suprising that this is not the 
> default.
> 
> Additionally the larger the ship, itS' more likely that it becomes  more 
> "landscape" rather then a vehicle. Not only are there more opportunities 
> for searches and such, unless it's a warship, the larger the ship is, the 
> smaller the chance that it will be used for missions, where vehicle combat
> is likely.

So little ships are more interesting? I wrote 10- to 30-ton 
scouts, 100-ton freighters, 30,000-ton freighters, and I'm 
almost done with 30-ton couriers. What next?

> A possible setup for a passanger transport optimized for speed could be 
> SOP being jumping into the system, exchanging a shuttle with outgoing 
> passangers with an already waiting one with new ones and heading out 
> again. It might get more feasable if there is an other reason to make 
> stops as well (long range navigation works with many small jumps anyway, 
> the shuttles also deliver fuel ect)

If you can jump in precisely enough to meet a waiting shuttle, 
why not build a station out there? Always assuming that there 
is some kind of 'hyper limit' to prevent FTL close to the 
planet -- which makes sense for some kind of stories.

* Consider the stations in Bujold's Vorkosigan universe.
* Compare Shelley's DMC stories, where a breakthrough turned 
  distant jumps into a short-range, short-time confused melee
  which overturned invasion tactics. 

Roger replied to me:
> Another: you have to be _nice_ to passengers. You can't walk around with
> power armour and plasma rifles.

... which some players consider fun, or at least smart. There 
were debates on anti-hijacking precautions in Traveller which 
made one wonder if they were talking about paying passengers 
or convicted inmates.

Mike replied to Roger:
> But yes when you have empty seats and staterooms, you got to do something 
> with it?
> 
> A configuration that allows for fast change from state room to cargo?

Those general-purpose ships are going to be less comfortable 
and less efficient than single-purpose ships. At lower TLs 
(for FTL craft), the efficiency problem could kill them, and 
at higher TLs, the demands for comfort go up. 

Brandon replied to me:
> Or, all passengers could be carried in freeze tubes for a budget liner.

In 3E, that isn't the low cost option. Freeze tubes are 1,000
lbs. and 50 cf, bunks with total life support are 600-240 lbs.
and 120-104 cf. Mass trumps volume in these cases, since both
FTL and STL drives are rated for mass.
 
> >* Passenger liners go between established destinations. So do 
> >  most freighters, but you see more freighters on the frontier,
> >  where action adventures happen and aliens might strike out 
> >  of the shadows.
> 
> Depends on the kind of liner. An old liner that transports settlers to
> colonies or frontier worlds could have a lot of action. A luxury liner, less
> so, but there is a greater chance of political intrigue.

Or a smallish 'tramp transport' custom-built for those routes.
The Subsidized Merchant in Traveller.

Regards,
Onno
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