MasterGwydion
Emperor Mongoose
When I run a game, I tend to have 2 types of games, depending on what the players want to play. In one type they have a ship, complete with all of it's expenses and money-making potential. These games tend to be ship-centric and ship to ship combat is at whatever level needs to happen to put their income vs expenses dynamic at a level the party needs to accomplish it's goals over time. The other type of game, the players do not have a ship, so if they need to travel, that becomes an expense, but otherwise it is more of a planet-based game and the economics tend to be more in line with personal funds without needing extra work to balance it out.Yeah, that's a problem. If your players make the kind of money running a ship costs and then turn that their personal expenses, they seem ungodly rich. On the other hand, if they are doing "typical" adventurer jobs based off a ship, they'll go broke pretty fast.
My players and I aren't interested in counting individual credits, so we use an abstract "Wealth" type mechanic. They don't mind some income being in personal scale and others being in ship scale. But that's not gonna be a solution that everyone likes.