I recently had a player tell me that he would like to do a campaign where the PCs were traders, where the focus of the adventure was making money by trading. I told him I'd be up for it if I could figure out how do it well. So here I am.
I've read through the core book section about trading. Using that and wookieepedia I imagine I'll be able to give them destinations to go and have some idea of what trade goods they can buy. However I would like to expand beyond just that stuff and after searching the forums a bit I haven't come across anything I could use.
Since traveling will be a big part of the experience I want to make the cost of travel a bigger deal than I usually make it. I want them to have to pay upkeep on the ship beyond repair of battle damage. I'd also like have some type of system that simulates parts on the ship breaking. Parts failing due to normal wear and tear. At the beginning I want it to feel like things are held together by duct tape and bailing wire. Fuel may also play a bigger role.
Overall I want to give the players a lot of freedom of where they go and what they do. I'll have npcs that may become allies, rivals, or enemies. I want to create those in response to what the players do.
I'm open to any and all suggestions. I'm sure there is stuff i'm not thinking of that would add a lot to things.