I think it would be really fun to have demand for travel, both from NPCs and players. A player would list an airline (spaceline?) service, a capacity, and a price. There would also need to be money set aside for collateral. All “Economy” passengers would need to be put into “economy passenger cabins”, which are containers. Each economy passenger would take, for example, 4m³, because they have luggage and whatever. They would pay not very well. All “Business Class” passengers would be rare and more voluminous (~12 m³?), with higher collateral, and would pay for speed. They would reside in the “Business Class” cabin. “First Class” passengers would be even more rare and voluminous (~24m³?). They too would have a cabin. The cabins would be a significant investment, with the cost of business class and first class cabins impossible to pay off in only a few trips. They would have a set cost from NPC sell orders at certain assembly plants (preferrable away from trade hubs).
You can also buy/find/develop blueprints to construct “Capsuleer Transport Bays” which could hold players and their capsules. Each capsule would be 500 m³, and bays can be size-adjusted like regular secure containers. Each player would offer a fare and require collateral, just like a regular contract. As long as the player is docked in the required station for the flight, even if offline, they can be loaded up as a package onto a passenger ship and flown to the destination, implants and all. If the contract is successful, the operator recieves the fare as profit. If not, the passenger keeps the collateral. If a player is online or logs on to a character onboard a passenger ship, they will be able to see “undocked - in transit” on their character card and will be able to see around their host vessel not unlike the “view ouside” upwell structure option. They can set a time limit for their order, and if it isn’t completed by then the order will fail. This is to prevent players from picking other players up, flying to random locations, and logging off/not going anywhere. In addition, players can eject from a transport whenever they want, forfeiting the collateral and awarding the operator their fare.
Another option I can see for this is the carrying of actual ships, like frigates, onboard carriers and supers, allowing a fleet to travel into battle inside a capital.
If a ship with other players onboard is destroyed, all of the implants are lost and the drop rate is 0% for passengers and player bays. The operator pays all of the collateral, and gets a lossmail with the value of the transport bays. The passenger gets a lossmail of only their implants, shown as the ship that died (worth no money), its fit (worth no money), its cargo (worth no money), and the implants lost (shown in cargo at full price). The aggressor gets a killmail for the ship plus each of the capsules destroyed. Since any capsules are not counted as ship kills, the agressor will still only get one kill, and one possible solo mark.
There can be two different systems, one where a buyer is offering a fare and another where a seller is offering a ride for a set price.
Maybe the bays can use consumables as they are jumped, simulating fuel usage and discouraging one-customer trips.
Any other issues/suggestions?