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What is a Safari Ship?

I would also charge the charter rate per week, rather then per jump, as the ship will likely loiter at least a week on the hunt before travelling back.
You charge the interstellar charter price for jumps.
You charge the interplanetary charter price for loitering around in systems.

If you have a 600 ton starship like a Type-M Liner just to pull out a reference point, that ship has 21 high passenger staterooms, 20 low berths and 129 tons of cargo capacity and the ship is NOT operating under a government subsidy ...

Interstellar charter rate for that ship would be:
21 * 9000 = Cr189,000 for high passengers
20 * 900 = Cr18,000 for low passengers
129 * 900 = Cr116,100 for cargo capacity
= Cr323,100 for a 2 week charter time block (minimum 2 weeks, per LBB2.81 p9)

Interplanetary charter rate for that ship would be:
168 * 600 = Cr100,800 per week
= Cr201,600 per 2 week charter time block additional loitering

So all else being equal ... you really want to operate your "Safari Liner" on a 2 week charter rotation cycle.
Jump (1 week) and loiter (1 week) ... wash rinse repeat ... in order to bring in the maximum amount of revenue per week under rolling charters.
 
Problem- that isn’t really loiter time- yes in the merchant case as those ships are on the Downport or docked, powered down with the crew doing personal leave off ship for part of the time.

Safari ships begin working when they are at the hunting ground, with your guests expecting crew members delivering services in addition to the main event with the guide.
 
THIS is going to be the key point. You basically want to have a starship design that can operate profitably as a charter ship.

That was a good observation.

Everything is about economics. The Safari Ship is a charter ship, and is expensive. Traveller implies a market for this thing.


If you assume a mortgage and crew salaries, AND if you assume fuel costs are paid by the charter, AND you add in expected profit, then you get numbers similar to Spinward Flows. I use a more expensive Safari Ship, so my numbers are higher (Cr 180,000 per week), but the order of magnitude looks right.

I assume an average of 38 weeks of chartered time, per year. Your mileage may vary.

And I see that corporations can charter Safari Ships (see Adventure 10), so it's not just a guy and his ship.


Safari ships begin working when they are at the hunting ground, with your guests expecting crew members delivering services in addition to the main event with the guide.

All expenses will get paid, one way or the other, and there's no rule that tells you how you should do it.

Simplest model for me is that there's a single charter rate per time that includes all expenses and travel. If you hire a ship and crew and it ends up sitting in orbit for the entire time, there's still some sort of expense incurred. The crew has to be paid. The owner has lost time that could have been profitable. Again, simplest model is to say it's a sunk cost and the buyer loses, but I'm sure charter contracts are more complex than that. Contracts just aren't my thing.

Because Safari Ships are charters for entities with lots of money, I think a simple payment model (e.g. Cr XXX,XXX per week, regardless of how the ship is used) works fine.
 
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Constructive criticism, please. Are these overstated? Are they meaningless assertions?


There is a clear divide in ship design intent from other ship types.

* Independent. The hull is built for environmental challenges. Where the Yacht and Trader are perfectly suitable for general use, the Safari has hardened operational capability for adverse conditions. This may include an auxiliary bridge, added hull options, better controls, better sensors, and a better computer. It may even include a gravitic drive, to complement the lifters and maneuver drive. These expenses run against the very nature of Yachts, which are designed to stay within civilization.

* Built for Excursions. The ship is designed to be a relocatable ground (or sea) base for operations, with small craft designed for short side excursions and exploration. This includes a 20-ton Launch, as well as the ubiquitous enclosed Air/Raft. These craft are attached to the hull where they can be deployed quickly, regardless of whether or not the ship is in orbit, in air, on the ground, or underwater.

* Survivable. It is always armed. It can refuel anywhere. It is an aerodynamic, undertonned lifting body, more maneuverable in atmosphere than in space. Usually, the entire crew has gunnery experience, so that the turret can always be operated competently. Moreover, its crew have wilderness survival experience, including in-depth knowledge about handling animals. The ship’s cargo will forego extensive fashion wardrobes in exchange for utilitarian lockers with ruggedized survival equipment, at appropriate tech levels. Again, these options run at cross-purposes to the Yacht.
 
auxiliary bridge
Nah. That's a battle damage consideration.
added hull options
CT doesn't offer many beyond configuration.
Later editions certainly do, and some of those may be relevant.
better controls, better sensors
Again, something that CT doesn't bother with so much, but later editions of Traveller definitely do make these an option.
a better computer
I would honestly argue that a *fib computer should be expected in order to handle natural radiation environments better (which some charters may want to seek out for reasons various and sundry). Such a consideration is more of a roleplaying than a ship-to-ship combat oriented notion, but still ... there it is.
The ship is designed to be a relocatable ground (or sea) base for operations
Wilderness refueling and fuel purification are a MUST to keep expenses down ... and ... for operational security away from support/civilization. I would even go so far as to argue that the starship itself ought to be primarily an orbital base of operations that deploys small craft to carry passengers and vehicles on excursions.
It is always armed.
Man portable, vehicle mounted and ship mounted weaponry are non-negotiable points.
It can refuel anywhere.
Agreed. A streamlined configuration for atmospheric entry and a minimum of 2G acceleration for "big world" high gravity conditions VTOL planetfall are going to be required minimums for wilderness refueling anywhere.
It is an aerodynamic, undertonned lifting body, more maneuverable in atmosphere than in space.
I would consider this point to be an unnecessary extravagance.
Sure, some Safari Ships will be of the "hot rod" types for owners/crews that have to "turn & burn" in atmosphere ... but honestly, that job is better left to small craft (cheaper too!) to help keep costs down on purchase and maintenance. Leave the 6G COACC jobs to the small craft carried aboard for those who have a "need for speed" in atmosphere.
Usually, the entire crew has gunnery experience, so that the turret can always be operated competently.
I would counter that I would expect a Safari Ship to have a 10-man section of what amounts to Ship's Troops for deployment as personal security during excursions. Those troops would be adequate to manning turrets, vehicles and providing mechanized infantry support. Essentially, hiring for that would be something akin to a mercenary ticket.

Considering that the number of high passengers to be transported/guarded by the section of troops is going to be a multiple of the capacity of Steward(s) aboard, depending on the displacement of the Safari Ship itself you can easily have more high passengers on an expedition than ship's troops (possibly even 2+ passengers per 1 troop).
Moreover, its crew have wilderness survival experience, including in-depth knowledge about handling animals.
Maybe not ALL of the crew, but some members of the crew (and troops) definitely should have Hunting, Equestrian and/or Survival skills, since those skills will have an impact on the "success" of excursions with passengers going on safari. Survival skill would be in the highest demand, regardless of whether the package tour is an animal hunting party or a team of botany researchers.



As pointed out above, perhaps the most sensible way to think about the Safari Ship is to conceptualize it as an upsized commercialized Type-S Scout, that needs more passenger and (specialized) cargo space which needs to provide security to its passengers venturing out into the untamed wilds away from civilization. Not necessarily an Explorer ship (per se) ... but there is going to be a huge amount of design consideration overlap with exploration starships, except as a Safari Ship it needs to be profitable on a charter budget basis as a commercial enterprise.
 
I would counter that I would expect a Safari Ship to have a 10-man section of what amounts to Ship's Troops for deployment as personal security during excursions. Those troops would be adequate to manning turrets, vehicles and providing mechanized infantry support. Essentially, hiring for that would be something akin to a mercenary ticket.
That's a good point. Anyone capable of putting up the kind of money needed to charter a ship for a few weeks just to go hunting is going to be an inherently valuable target (not to mention that getting your clients killed by either the local fauna or the locals themselves is bad for business).

If the client wants to "go it alone" that's on them, but have the guards on station nonetheless.
 
Safari seems a clue.

Extensive support staff; security tended to taken for granted, since classically it would happen within the boundaries of Empire.

Head of security could be a retired Army major.
 
Here's notes on charters in AD10 p18.

Charters of safari ships are common. The cost of such a charter is computed based on staterooms available (8; the suite counts double) and on cargo tonnage (27 tons - 6 tons standard cargo area, two 7-ton capture tanks and the 7-ton trophy lounge). Total charter cost for the ship for two weeks is Cr95,300. Typically, an outfitter will add a surcharge of 10% to 60% to this charter fee to cover added expenses, licenses, provisions, and the expertise which organizes the expeditions.
 
I guess that's because there exist no rooms for middle massage, using the ones for high passage.

IMTU, small saterooms (or double occupancy) may be used for it, based on a comment in an adventure in Alien Realms where it talks about middle passage being shared rooms, but in the rules as written, there's no reference to this being really allowed.
Stateroom ≠ cabin. A stateroom is just 4 × 14 m3 = 56 m3 of space with life-support and plumbing included.
You can draw it as as many rooms as you want on the deck plans.

Use small cabins and large common areas or large cabins and small common areas, or anything you like, even oversized cabins for several people.

IYTU you do anything you wish, of course.
 
A safari ship (according TTB) can carry a party of 6 (so 6 high passengers) and has a cargo capacity of 6 tons, so the monthly cost to charter (and so the income for the owner) it is Cr 59400. From this, the owner must pay the mortgage (about KCr 337), the crew fees, etc, so facing bankrupcy on the short run.

Of course, the problem is charter rules are thought only for merchants/liners, and broken for anything else...
Making a profit on charters is about the same difficulty as making a profit on pax/cargo. Roughly the same rules apply.

Example:
Code:
YS-2611111-000000-00000-0       MCr 41,5         200 Dton
bearing                                            Crew=5
batteries                                           TL=12
           Pass=16 Low=10 Cargo=44 Fuel=30 EP=2 Agility=1

Single Occupancy    LBB2 design                    44        46,1
                                     USP    #     Dton       Cost
Hull, Streamlined      200 Dt          2          200         
Configuration       Flattened Sphe     6                     10
Scoops              Streamlined                               

                                                              
Jump Drive          A                  1    1      10        10
Manoeuvre D         A                  1    1       1         4
Power Plant         A                  1    1       4         8
Fuel, #J, #weeks    J-1, 4 weeks            1      30         
                                                              
Bridge                                      1      20         1
Computer            m/1                1    1       1         2
                                                              
Staterooms                                 21      84        10,5
Low Berths                                 10       5         0,5
                                                              
Cargo                                              44         
                                                              
Empty hardpoint                             1       1         0,1
                                                              
Nominal Cost        MCr 46,10            Sum:      44        46,1
Class Cost          MCr  5,07           Valid      ≥0          ≥0
Ship Cost           MCr 41,49                                 
                                                              
                                                              
Crew &               High    16        Crew          Bridge     1
Passengers            Mid     0           5       Engineers     1
                      Low    10                     Gunners     0
                 Extra SR     0      Frozen         Service     3
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0
Note: the Low berths are of course intended for live specimens.

Profitability:
Code:
Estimated Economy of Ship     Standard                                   
       Ship price     Down Payment         Mortgage       Avg Filled
        MCr 41,49        kCr 8 298          kCr 173              90%
                                                              
Expenses per jump                       Revenue               
Bank                 Cr 82 980          High           Cr 144 000
Fuel                 Cr 15 000          Middle         Cr       0
Life Support         Cr 39 800          Low            Cr   9 000
Salaries             Cr  8 640          Cargo          Cr  36 000
Maintenance          Cr  1 660                                 
Berthing             Cr    200                                 
                                                              
Summa               kCr    148                        kCr     189
                                                              
     Income potential per jump     kCr 41                 
  Yearly yield on down payment     12,3%


Draw trophy-salons and alien environment chambers as needed when you draw the deck plans...


Of course you can't spend massive money on small craft and large jump drives if you want to have a hope of turning a profit at standard rates.
 
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With a bit of Z-drive magic we get:
Code:
YS-D633332-000000-00000-0        MCr 907       4 000 Dton
bearing                                           Crew=79
batteries                                           TL=15
     Pass=400 Low=10 Cargo=302 Fuel=1230 EP=120 Agility=2
J-3, M-3, 400 High passengers, 300 Dt cargo, 2 empty bays for more cargo or small craft hangars.

Code:
Single Occupancy                                    303     1 133
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             D          4 000        
Configuration       Flattened Sphe     6                      320
Scoops              Streamlined                                 4
                                                               
Jump Drive          Z                  3    1       125       240
Manoeuvre D         Z                  3    1        47        96
Power Plant         Z                  3    1        73       192
Fuel, #J, #weeks    J-3, 4 weeks            3        30        
Purifier                                    1        18         0
                                                               
Bridge                                      1        80        20
Computer            m/3                3    1         3        18
                                                               
Staterooms                                479     1 916       240
Low Berths                                 10         5         1
                                                               
Cargo                                               303        
Demountable Tanks   J-3                     1     1 200         1
                                                               
Bay                 Empty, 100 t            2       200         2
                                                               
Nominal Cost        MCr 1 133,38         Sum:       303     1 133
Class Cost          MCr   238,01        Valid        ≥0        ≥0
Ship Cost           MCr   906,70                                
                                                               
                                                               
Crew &               High   400        Crew          Bridge    10
Passengers            Mid     0          79       Engineers     3
                      Low    10                     Gunners     0
                 Extra SR     0      Frozen         Service    66
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0

Quite profitable:
Code:
Estimated Economy of Ship     Standard                                    
       Ship price     Down Payment         Mortgage       Avg Filled
       MCr 906,70      kCr 181 341        kCr 3 778              90%
                                                               
Expenses per jump                       Revenue                
Bank              Cr 1 813 408          High         Cr 3 600 000
Fuel              Cr   123 000          Middle       Cr         0
Life Support      Cr   879 000          Low          Cr     9 000
Salaries          Cr   124 800          Cargo        Cr   270 000
Maintenance       Cr    36 268                                  
Berthing          Cr     4 000                                  
                                                               
Summa            kCr     2 980                      kCr     3 879
                                                               
     Income potential per jump     kCr 899                  
  Yearly yield on down payment     12,4%

(And I didn't even use drop tanks...)
 
On the low end we can have:
Code:
YS-1612211-000000-00000-0       MCr 51,4         160 Dton
YS-2612211-000000-00000-0       MCr 51,4         200 Dton
bearing                                            Crew=4
batteries                                           TL=15
    Pass=20 Low=8 Cargo=20 Fuel=4 EP=4 Agility=2 DropT=40
J-1 (fuel for 2 jumps), M-2 (so can land everywhere), 20 High, 20 cargo, 8 Low
If you don't like drop tanks, it can do J-1 on internal demountable tanks using most of the cargo space.

Code:
Single Occupancy                                   20        64,2
                                     USP    #     Dton       Cost
Hull, Streamlined   Custom             1          160           
Configuration       Flattened Sphe     6                     12,8
Scoops              Streamlined                               0,2
                                                                
Drop Tanks          40 Dton                                   0,1
Total tonnage       200 Dton                                     
                                                                
Jump Drive                             1    1       4        16 
Manoeuvre D         B                  2    1       3         8 
Power Plant                            2    1       4        12 
Fuel, #J, #weeks    J-1, 4 weeks            1       4           
Purifier                                    1       3         0,0
                                                                
Bridge                                      1      20         0,8
Computer            m/1                1    1       1         2 
                                                                
Staterooms                                 24      96        12 
Low Berths                                  8       4         0,4
                                                                
Cargo                                              20           
                                                                
Empty hardpoint                             1       1           
                                                                
Nominal Cost        MCr 64,24            Sum:      20        64,2
Class Cost          MCr 13,49           Valid      ≥0          ≥0
Ship Cost           MCr 51,39                                   
                                                                
                                                                
Crew &               High    20        Crew          Bridge     1
Passengers            Mid     0           4       Engineers     0
                      Low     8                     Gunners     0
                 Extra SR     0      Frozen         Service     3
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0

Code:
Estimated Economy of Ship     Standard                                     
       Ship price     Down Payment         Mortgage       Avg Filled
        MCr 51,39       kCr 10 278          kCr 214              90%
                                                                
Expenses per jump                       Revenue                 
Bank                Cr 102 784          High           Cr 180 000
Fuel                Cr   4 400          Middle         Cr       0
Life Support        Cr  44 800          Low            Cr   7 200
Salaries            Cr   6 720          Cargo          Cr  18 000
Maintenance         Cr   2 056                                   
Berthing            Cr     160                                   
                                                                
Summa              kCr     161                        kCr     205
                                                                
     Income potential per jump     kCr 44                   
  Yearly yield on down payment     10,8%
Can be barely profitable at TL13-14, not at all at TL-12 and lower.
 
The problem with using drop tanks on a Safari Ship is that part of the conceit is that it's going into not just the wilderness of a planet, but also the "wilderness" regions of a sector. Can you count on being able to replace drop tanks at the destination?
 
The problem with using drop tanks on a Safari Ship is that part of the conceit is that it's going into not just the wilderness of a planet, but also the "wilderness" regions of a sector. Can you count on being able to replace drop tanks at the destination?
True, but that isn't always the entirety of the answer.
Sometimes you simply need to transit across a longer distance to get where you're going in order to make a shortcut across an abyss of some kind (think Lanth subsector region, or perhaps coreward to rimward in the Five Sisters). You don't need the drop tanks "every time" you jump, but there will be some situations where having the extra range capacity can make a difference in navigation options.

As soon as you start thinking of the drop tanks as an "optional opportunity" rather than as a "must have every time" then you'll be more in line with the kind of flexibility that would be advantageous for a Safari Ship to have available in a variety of circumstances.
 
True, but that isn't always the entirety of the answer.
Sometimes you simply need to transit across a longer distance to get where you're going in order to make a shortcut across an abyss of some kind (think Lanth subsector region, or perhaps coreward to rimward in the Five Sisters). You don't need the drop tanks "every time" you jump, but there will be some situations where having the extra range capacity can make a difference in navigation options.

As soon as you start thinking of the drop tanks as an "optional opportunity" rather than as a "must have every time" then you'll be more in line with the kind of flexibility that would be advantageous for a Safari Ship to have available in a variety of circumstances.
Then all you need is the fittings, not the tanks.
 
Drop tanks are the only official way of playing with the size of the ship, thereby varying performance. For me, it is generally a tool for flexibility.

Drop tanks are also cheaper than hull, so can make hull-dependant systems smaller and cheaper, e.g. armour.

For commercial purposes drop tanks are generally much too expensive to drop and replace, unless we are talking about J-6 or so.

In the last small Safari ship example, drop tanks were used to make the hull cheaper (never to be dropped), it's quite noticeable on the profitability.


Example:
A 4000 Dt ship with Z-drives. It can do J-2 with a 1000 Dt fixed drop tank, or J-3 on internal demountable tanks. Do you want J-2 and a large cargo hold, or J-3 with a smaller cargo hold? A week or two in a yard can reconfigure your ship. In extreme cases you can even drop the tank and do J-3 with the larger cargo hold...

A 300 Dt ship with 100 Dt tanks and 80 Dt in internal demountable tanks. It can do J-4 with the tanks, J-2 without the tanks, J-6 dropping the tanks. Where do you want to go today?
 
Then all you need is the fittings, not the tanks.
We must also make sure the drives support our use cases. If we want to carry the drop tanks around and occasionally drop them for extended range, the drives must be dimensioned for both cases.

Example:
The 300 Dt ship from the last post:
To do J-6 dropping the tanks we need something like this:
Code:
QZ-3366661-000000-00000-0        MCr 250         300 Dton
QZ-4344461-000000-00000-0        MCr 250         400 Dton
bearing                                            Crew=6
batteries                                           TL=15
               Cargo=85 Fuel=98 EP=18 Agility=4 DropT=100

Single Occupancy                                   85       250,5
                                     USP    #     Dton       Cost
Hull, Part Streaml  Custom             3          300           
Configuration       Cylinder           3                     30 
Scoops              Partial                                   0,3
                                                                
Drop Tanks          100 Dton                                  0,1
Total tonnage       400 Dton                                     
                                                                
Jump Drive                             6    1      21        84 
Manoeuvre D                            6    1      51        25,5
Power Plant                            6    1      18        54 
Fuel, #J, #weeks    J-6, 4 weeks            6      18           
                                                                
Cargo                                              85           
Demountable Tanks   J-6                     1      80         0,1


To just be able to make J-4 with the tanks, we need something like this:
Code:
QZ-3355561-000000-00000-0        MCr 237         300 Dton    Ag=3
QZ-4344461-000000-00000-0        MCr 237         400 Dton
bearing                                            Crew=6
batteries                                           TL=15
              Cargo=117 Fuel=76 EP=16 Agility=2 DropT=100

Single Occupancy                                  117       237,0
                                     USP    #     Dton       Cost
Hull, Part Streaml  Custom             3          300           
Configuration       Cylinder           3                     30 
Scoops              Partial                                   0,3
                                                                
Drop Tanks          100 Dton                                  0,1
Total tonnage       400 Dton                                     
                                                                
Jump Drive                             4    1      20        80 
Manoeuvre D                            4    1      44        22 
Power Plant                            4    1      16        48 
Fuel, #J, #weeks    J-4, 4 weeks            4      16           
                                                                
Cargo                                             117           
Demountable Tanks   J-4                     1      60         0,1

Not quite the same drives, cost, etc...
 
The flip side is to make the use cases match the drives.
A J-2 ship can still do J-1 with tanks attached; it can probably carry tanks to do that J-1 twice before dropping them for a J-2, while having J-2 fuel remaining on arrival.
 
Sure, we can retrofit some tanks and see what performance is accidentally possible. But that is not a design consideration.

A J-2 ships can probably carry enough tanks for five or ten J-1, depending on design system...
 
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