MonkeyX said:
So you decided the players will hire these exact ships? What if they don’t? . . .
Also, what if the player characters haggle? Would they get a less qualified or less morivated crew, or would they get a crew that regarded their bosses as a bunch of suckers if they paid asking price
without haggling?
For hiring ships, I'd rule that the cost is based on the amortized cost of the ship and maintenance, plus profit, plus insurance, plus a fee to get the ship back to its home port if it's returned somewhere else -- with a large security deposit unless the crew had a great reputation.
For a short term lease -- less than a month or so -- I'd charge around 0.1% of the ship's purchase price, per day, for the ship, maintenance, and profit. For a longer lease, I'd charge about 10% of the ship's purchase price, per year.
For insurance, I'd charge maybe 10% of the lease cost for low-risk travel (no war zones!), and more for somewhat elevated risk. For high risk, like a war zone, I'd say no insurance, just a deposit large enough to cover the total value of the ship. Then why not just buy the ships and sell them later? Because the assets offered as a deposit (land, investments, etc.) might not be easy to sell, and the ships might not be easy to sell either.
What do you pay the crew? The standard rates for ship crews are in the books. The rates for fighting forces vary widely, depending on skills, equipment, and how much equipment is provided by the employer. But the ship crew prices are a starting point for deciding. And everyone from stewards to elite pilots should get hazard pay. Shares of spoils go only so far as a substitute for hazard pay, unless the employer has a reputation for great shares of spoils.