The system of salaries, shipping costs, maintenance, et cetera is a nightmare if used as presented. Instead, we will use the system presented in the PDF - "Alternate Economics", by Andrew Linder. It is on p.28 of the document. Essentially, it boils things down to a prosperity level, based on the nature of the jobs taken. These are rated 1 through 6:Raggedy Edge
Red Line
Less Poor
Shiny
Good Times
Jackpot
Using a series of poorly labeled charts, these tell you how much you have in your pockets, how much you have in savings, and the ability to make major purchases. Since we just started the campaign, you have what is on your character sheets. Once we go long term, and weeks or months pass in game between actual episodes, I will use this more abstract system.
In addition, I will be klodging together an abstract patch that lets the Captain's skill as a manager determine how things were. I'm thinking of using the standard "3/7/11/15" difficulties for "Red Line" to "Good Times", while "Raggedy Edge" is a botch, and "Jackpot" only possible for the month after a major score that we gamed out. I'll also throw a die to add some randomness to the difficulty, based on the universe at large... sometimes it's easier to make ends meet than others.
I'll play with this for a while... but the overall goal is to keep the $$$ simple.This is Firefly, not an economic simulation game.