Mustrum_Ridcully said:
Think of what is available on the free/black marked, and decide why it is impossible for characters to sell a captured ship and become instant rich. 
I had the situation occur in the last session I mastered - the group was (against my efforts) able to capture a ship, and now I have to decide why they don`t get 3.000.000 credits for the Explorer. 
I decided that they can sell the ship, but they won`t earn full money (as usual), and not everything at once.
The people with the money for buying a ship at once won`t buy a used ship (with possibly doubtful origin). (this people are governments and trade organizations)
The people who would like the ship can`t afford it, but they are willing to pay monthly dues until they covered the full price.
So, I assume the group will get some buyers, and get 4 to 5.000 credits per month over 2 or 3 years. This doesn`t put me in problems with "over the top" equipment, and it doesn`t pose a problem for them to reason why they are still adventurers and not buying a house on a nice planet.
Mustrum Ridcully
LOL! Welcome to your first SF game with varible tech limits.
My suggestion is to relax, if you think it through you will find that such problems will easily answer themeselves if you don't mind improving.
Things are much eaiser if the ship is stolen, if it is rightful salavage, that's doable too. Either way, the PC handed you several adventure hooks. You shouldn't have to come up with a new adventure of the next two weeks.
If it is stolen or has a hint of being stolen, no bank will float the NPC's loan to buy it. ... And someone will be looking for the ship, who?
Hmmm, the previous owners might have still had their own loan unpaid and the bank want's their collateral back. If the ship is paid for, then things get personal as the owning merchant family wants the ship back.
And you can decide, if the old crew was honest, then some sort of law enforcement is looking for the ship as stolen good, other wise the mob might want thier ship back.
And most minor dicatorships that would buy stolen goods don't mind stealing what has been stolen in their first place, double cross. The nasty thing about goverment that double cross you, it means jail time ... in their jails. And a guild house that buys the ship, may not have a jail, but they could double cross you into debt.
With rightful salvage, you can still get rich, but the payout is much lower since you have used, damaged goods. Has the party thought about going into business themselves? If you play it right, some players may think you planned to have the ship fall into their hands so that they had their own ship and yet another adventure hook (we need EVEN more money to keep her fuel cells full, sir!)
And even if you make the guys rich, there is always bigger payout for more risks later. The guys have a rep now, people will come to their office (instead of meeting clients at bars.) And they can get bigger weapons and bigger ships, which cost more to maintain.
Don't forget in a tech setting, it's not the strongest arm, but the quickest trigger finger and smartest brain that wins the day. By evoltuion, Rogues rule. Even better, they don't need to pick pockets anymore, not when keyboard, contracts and forged signatures can net you millions off some stumblebums who happened to sell off a ship instead of going into business themselves.
That is the problem with merc PCs, it's easy to motivate them when they are poor. But a PC who motivated by ideas or thrills can be hooked no matter what his paycheck is.
Someday, I may just make a bunch of mercs hit the motherload and let them play around being rich for two game sessions. Then I'll retire the game and say "now make some PCs who think beyond money."