My understanding is that transportation costs are officially described as a "hack" at the moment. However, I'm trying to get a handle on them nevertheless. A single dropship is a pretty big line item expense, in the order of half a million in maintenance costs. So I wanted to know if it was economical to a unit without some fluffy GMing.
For example, when I was doing a test of just starting a fresh game, GMing in a lance of javelins and jumping from Outreach to Hall, my cost per jump was 4 javelins = 99,000 vs 4 javelins + leopard = 140,000 vs 4 javelins + leopard + jumpship = 40,000 (all full complements).
Is there some existing documentation on the transport costs or any economic reason to possessing them?
Even with the jumpship bringing down the cost, it doesn't bring it down near enough that I see anything other than GMing the reason for having a dropship / jumpship (you put a premium on having a way off-world and/or your ship brings in some scratch by doing cargo runs while you're on garrison duty, etc). And the 2nd example seems to mean having the leopard actually adds to the jump cost.
Also, I learned that, in addition to being completely unfluffy, mothballing a dropship results in being unable to un-mothball the dropship. Unless I'm doing something just hilariously wrong here (I mean beyond attempting that in the first place).