MonkeyX said:
So my Traveller guys are picking up ships and are intent on selling them rather than building a fleet. Because of the vagaries of transponders, which seem to be part of the main frame I’ve been thinking of allowing them to strip the components out and sell those, Probably at Theev. Would the fence percentage be a good place to start for value? The Treasure Ship components would be worth 20% of the total, a few 100 Mcr. Does this sound fair?
A number of variables here that you could use to roleplay with your characters - especially those that had skills like engineering, streetwise, carousing, etc. Selling stolen goods is profitable only because you don't have to invest in the goods - usually just your time. So it can be a great risk/reward thing. But, that fence can't sell them necessarily at full used-book prices, so he won't pay full used prices. Plus he needs a cut himself.
For example, a used component that cost 1Mcr brand new might only have a lightly used sales price of .75MCr. Depending on age and condition that price could drop to say .5MCr. So the selling price of the used component might only be .1MCr, with the buyer taking on the risk of re-selling, so he wants a outsized reward. Your players, if they have soft skills like that above, might be able to find a better fence, convince him otherwise they deserve a higher price, or maybe do some simple repairs to make it look/act like it's in better shape.
You also could use factors like TL - higher or lower will affect pricing. The number of parts currently available can also affect it up or down. If a lot of parts are available, cost goes down. If there is a shortage cost goes up. If the local police force is cracking down on the sales front, there's more risk for the buyer, hence a lower price to the players. Finally, if pirates or other groups have been very successful they could be flooding the market with parts to sell (conversely, there could be a seller's market due to all the damaged ships that need parts).
You would only be limited by how much fun you want to have with your players and whether or not you want/need to roleplay such things. You could make an entire adventure up surrounding them trying to unload the parts and get away with their profits. Or if the group just likes to shoot em up, then give them a flat rate and assume everything just works based on that sort of economy.