Ferry Routes
This idea is a refinement of the original idea of Bulk/Ferry passenger missions stated in this 2.2 Beta Thread, Image borrowed from original thread, Created by CMDR-AD.

This idea is a refinement of the original idea of Bulk/Ferry passenger missions stated in this 2.2 Beta Thread, Image borrowed from original thread, Created by CMDR-AD.
While the current Passenger missions are all well and good, they don't really represent how people would envision passengers, well not bulk passengers at least, we've got Taxi missions, Tour guides and Luxury Limo Rides, however mass transit is somewhat lacking, and it could be implemented in a way to make it somewhat different than standard trading (hopefully anyway), but as I've said before, I don't want to be a Taxi nor a tour guide, neither do I want to wait hand and foot for Limo rides, I would just like to shuffle round the common folk and hope that one of them doesn't try and start a fight because his in flight meal was the fish when he ordered the steak.
Basic Ideas
When you pick up the mission, it'll just tell you which stations you'll be making stops at (random picks from the hubs above), the min landing pad used and the maximum amount of passengers you'd likely to see, which can be more than you can ever carry for popular routes, when you accept the mission it'll inform you that you've picked up X amount of passengers, you never select which passengers get on board, just like how people just get on board current mass transit systems.
When you've got to the next stop, it'll tell you that some have left due to that's where they want to be or more will hop on, but you wouldn't have to go into the passenger lounge for this to happen, just wait on the pad and they'll move by themselves, once given the all clear that there's none left or your full you can proceed to the next stop.
This could carry on through the stops till you've reached the return station, which then you'd have to go back to the lounge to either finish or repeat the route, possible adding a Rep buff each time you repeat the loop to each stop's controlling faction etc, maybe even a bonus to encourage repeat loops.
The route's popularity could also be affected depending on the state of systems in the area, lots of Boom states would make more people want to go there, but routes passing through War zones wouldn't, adding a level of dynamic to the routes.
Payment
Now payment for the Ferry mission with be two fold, first there would be the usual payment upon completion of the route, then the commander would get a percentage of the passenger's fare, for high yield routes which have larger passengers passing through, the routes wouldn't give that much of a percentage of the fare (say a max of 15% per passenger), but on low yield routes it'll be fairly good (between 25 and 50% for the best routes) which would make them fairly attractive for smaller ships.
Ferry Mission Events
As with how things happen on a plane, we have no idea who boards the Ferry ship, so could have some somewhat random (depending on what stops you've been at) events happen that give the player options on how to handle them, however most of the time things should be a fairly straightforward trip, say 50% of them should be that, a good day is when nothing goes wrong.
Then there would be Neutral events, ones that mostly just bother the player but can give mild rep boosts if done or mild rep loses if failed, such as finding out you have a sick passenger on board, you could either take them to the nearest High-Tech or Risk their health, with a chance of them dying giving a slightly worse rep lose. Something along the same lines could be done for forgotten luggage or on the wrong route for other redirection events (both of those require heading back the way you came).
Then there are Bad events, which give another risk/reward option, only example I've thought up is having a wanted passenger on board, the Police would interdict you, then inform you to hand in to nearest port of their jurisdiction, or you can accept a hefty bribe from the wanted passenger, but in doing so you also become wanted like them and rep loss.
Then there's the Worst events, unfortunately everyone should know how these could pan out, they would range from having a bomb on board, a gunman holding hostages or even being held hostage yourself by an assassin who wants one of the passengers on board to have an early retirement, these would give three options on how to handle them, I'll go with the bomb threat as an example, you could simply comply with their demands, risk them bluffing about the bomb (do you really want to risk it?) or just eject the compartment and generally not give a damn about the other passengers in there with them, tis up to the Commander.
Of course there could be others and also positive events, however this is all that I've thought up so far.Then there are Bad events, which give another risk/reward option, only example I've thought up is having a wanted passenger on board, the Police would interdict you, then inform you to hand in to nearest port of their jurisdiction, or you can accept a hefty bribe from the wanted passenger, but in doing so you also become wanted like them and rep loss.
Then there's the Worst events, unfortunately everyone should know how these could pan out, they would range from having a bomb on board, a gunman holding hostages or even being held hostage yourself by an assassin who wants one of the passengers on board to have an early retirement, these would give three options on how to handle them, I'll go with the bomb threat as an example, you could simply comply with their demands, risk them bluffing about the bomb (do you really want to risk it?) or just eject the compartment and generally not give a damn about the other passengers in there with them, tis up to the Commander.
Bonuses
So about getting bonuses for passengers, well one would be to do repeat rounds, wouldn't really give anything more for money but could give rep boosts for helping the local area on that route, it's a possible thing to consider anyway.
Timetable bonus, while there wouldn't be an obligation to keep to the schedule (this is space and anything can happen), keeping roughly on time to what the client has set could give bonus money, say +15% to the Route Stop money (the little extra money you get when stopping at the next stop) when within 5 minutes of the timetable, then +10% when within 10 minutes and +5% for within 15 minutes, after that you'd just get the basic amount etc.
Route types
These would dictate how you would travel during route, but here are some visual representations of how things could be setup.
High Yield
High Yield Routes are between passenger hubs only (as shown in the OP's image above), they have the most passengers and generally require the largest of ships, however they could require the most strictest of timetables to follow (eg. they give far better bonuses for keeping to them)
Loops are simple, go from A-B-C-D-E-A, you'll return back to your start point after doing the entire circuit. Very simple.
Return routes, Simple again, it's a A-B-C-B-A route, just come back after hitting the end along the same systems.
Branch routes are just variants of the two above, and as the pictures show, they add in a off-shoot hub to travel to etc, mostly just add in some variance etc.
Low Yield
These routes are between hubs and surrounding systems of inter-system routes, mostly these are to fill the remains of the transport network, these deal with the low yield passengers designed for smaller ships or to start someone off into the passenger role.
Routes between something like five random systems within a short hopping distance with the passenger hub, the route is to go to the side-system then return to the hub each time, it would be the commuter routes between systems and hubs.
And lastly, Inter-system routes, these can be picked up in any system other than just from a hub, and you just shuffle round the passengers inside the system, did have thoughts that people doing the Hutton Truckers route could make that a job in itself transporting passengers form Hutton to the station at the drop in point.
High Yield Routes are between passenger hubs only (as shown in the OP's image above), they have the most passengers and generally require the largest of ships, however they could require the most strictest of timetables to follow (eg. they give far better bonuses for keeping to them)

Loops are simple, go from A-B-C-D-E-A, you'll return back to your start point after doing the entire circuit. Very simple.

Return routes, Simple again, it's a A-B-C-B-A route, just come back after hitting the end along the same systems.


Branch routes are just variants of the two above, and as the pictures show, they add in a off-shoot hub to travel to etc, mostly just add in some variance etc.
Low Yield
These routes are between hubs and surrounding systems of inter-system routes, mostly these are to fill the remains of the transport network, these deal with the low yield passengers designed for smaller ships or to start someone off into the passenger role.

Routes between something like five random systems within a short hopping distance with the passenger hub, the route is to go to the side-system then return to the hub each time, it would be the commuter routes between systems and hubs.

And lastly, Inter-system routes, these can be picked up in any system other than just from a hub, and you just shuffle round the passengers inside the system, did have thoughts that people doing the Hutton Truckers route could make that a job in itself transporting passengers form Hutton to the station at the drop in point.
Passenger Cabins
Now I've had some thoughts about how would the Passenger cabins would effect things, other than passenger numbers, have thought something like how long they would be willing to stay on board, if we had a steerage class cabin they might only be willing to stay seated at most up to 30 mins between stops, economy up to an hour, business could be a few hours, first class would be a day, considering the route missions would only be for a day at most (for long routes), adding anything more would be silly, but just for reference, Ferry passengers in luxury cabins could stay in there forever (or till they get to their stop), not too sure on this mechanic just yet but it's something to have a think about.
Possible could also have Cabins offer differing fares to gain, for Economy the standard fare could be say... 1,000 CR, for Business it could be 2,500 and for first class it could be 5,000, or if you really want to offer it, 25,000 for Luxury, Ferry Passengers might also want to only travel in a given class, depending on their background, while this might sound a bit too much complication, it could just be random generation given the station wealth and all that lot which dishes out what the passenger pool would be like (50% chance of Econ, 30% Bus, 15% First and 5% Lux).
A Steerage class Cabin would also be something to think about, maximum amount of people in the space available with basic facilities, maybe no escape pod system to fit in more, more or less what Economy Seating is like on current Airliners.
Other
Another thought could be when a route takes you through a permit system, the client could issue you a work permit that gives you access to the systems that require a permit along the route for one jump, this would allow players to visit them locations so long as they have work to do there.
Interesting Thoughts
Thoughts from others that I figured would be nice to discuss and expand upon, will update this section (if I remember) with new quotes that all people can agree is something of interest.
If Ferry Missions were added then the Mechanic could be combined with CGs
So let's say there was a disasters in a system.
You could have the "Ferry Routes" set up to have refugees coming out to camps set up, and Disaster personal being transported in from set Rally points.
Add the Trade CGs bring in the Medical Supplies and the success or failure of the CG in terms of story narrative could be determined by the successes of the CGs.
So we could end up with enough supplies but not enough personnel or vice versa or such.
That was one of the best things about the CGs in the Lugh war. They each represented an aspect in the war and who completed what first effected the outcome. I'd love to see more of that and having passenger CGs could be part of that, building off the Ferry Routes suggested here
Constructive Thoughts and Ideas are Welcome, Would rather have people pitch in their own ideas about it all so the basic idea can be refined and worked out into something that sets Passengers as a whole different to trading cargo.
PS. I mostly want to setup my own Ferry business based in Barnard's Star called Ferries, for now however I'll have to settle for Tours.
Links to the expanded ideas
Remade Passenger Lounge mock up
Ferry Routes Contract mock up
Tramp Routes Contracts mock up
Typical Commuter Announcements
Temporary Contract Livery mock up
Cabin Intercom mock up
Expanded Passenger Events
PVP Aspects to Ferry Missions
Similar Ideas for improving Passenger content
Charter Luxury Passenger routes
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