I GM'ed a session 0 campaign with a PC and we had a blast. His first character was insta-killed in complete darkness. The second character being a marine squad leader was tasked to investigate the power outage. Engaged two xeno's and lost half the group. The first xeno got a crit-injury 3-3 and escaped; the other rolled a crit-injury 1. PC walked over with a shotgun to shoot it point blank in the head only to have it wake up and strip the shotgun from him by opposing rolls. He also got two stress "1's", made two panic rolls - both to flee. Then he ran for his life and watched his last squad member (npc) get shredded by two xeno's as he barely escaped. Good times!
But I wanted to see what other GM's thought about the economy in this game. Did anyone notice there's no place on the character sheet for tracking money? p.161-162 touches on salary and living costs, and the cost for gear & ships is covered. You roll for your starting cash on character creation. Aside from the PC's doing some minor trading of available gear, maybe some bribery or debt pay-offs, how would you bring money value into the game? I could really see GM's crafting the stage with predetermined amount of PC cash to help/hinder players through the scenario to meet a goal. Not taking their weekly salary and trying to save millions to buy a ship... Players dealing with credit could be a scenario all in it's own.
I'd really like to hear thoughts about Company Agents and if they can hold shares of company stock. Is there a relationship between how much stock a company agent has and their placement aboard a ship? Does that agent front the expenses for a mission and gets reimbursed by the company with a bonus for a successful mission? Is this why the flight crew are usually independent contractors? There's a lot of depth in this game. Can't wait to see what other roles and add-on's the publishers put out. Anyone reading this, remove 1 stress!