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Seems unlikely.
Basically a player that ends up in a big ship can't switch to a smaller one even with millions of credits at their disposal. If I was a crew member, I'd hang around in port for double pay?!?
It's unfortunate as this breaks immersion and dissuades against good play (shaping your ships to your missions).
Likewise, the ancient game Darklands lets you not-permanently retire party members. Depending on their skills, they just take up local jobs and can rejoin you later. Catch being that they still age and their non-job skills (read: adventuring skills) decay over time due to lack of use.
For this game, best balance would be that grounded crew still collect pay and take a slow loss of morale, say 1 point per week, from boredom until you pick them up again. Eventually they would quit, but it wouldn't be instant.
Sorry that you feel like it breaks the immersion. For us, and the universe's lore, having them stick around a starport indefinitely breaks the immersion the other way. Spacers have long lives because they live in space, near a void engine, making highly profitable wages compared to those living on the ground. Your "wait here for a bit, I think I might come back later" is not something many would tolerate, basically "stay here on this rock, drink and get old." Its well known that when a spacer ends their career and stops traveling the void, life catches up with them very hard and very quickly.
Included a link to the lorebook:
https://www.dropbox.com/s/hxev05ooli1rp37/Star%20Traders%20Frontiers%20Lore%20Book%20-%20Volume%201.pdf?dl=0
-- multiple ships in shipyards all over the map
-- multiple stashes all over the map
++multiple sets of crew members in ports all over the map
There's something to be said for a lightweight, strongly localized focus of attention, namely one ship (and one Captain). It does create some immersion: you really feel like you're this one Captain, and your attention span follows the one ship around, through its successes and (one-shot-to-a-critical) failures.
If you want multiple ships, and multiple fleets with multiple heroes/commanders, those games also exist, and they're fun too, in other weeks :) (In fact, the Trese Brothers Complete Set is on sale this week, and it contains a Star Traders 4X game with that kind of thing!
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Along this vein, in RPGs like Might & Magic or the various AD&D games (with Drizzt :), I sometimes wish I could create a 2nd player character group, and raid a dungeon re-entrantly, i.e. a 2nd assault through the front door, while the tattered inhabitants have set up their death trap battle line against my 1st party, who's still trapped in the basement. In other words, their backs are all turned to the front door now, get it? No dungeon could stand against this brilliant technique! But it's a hallowed rule in RPGs that There Exists Only One Party. That's not a faulty model; it's the intended niche, and it's fun.
I might have a couple of of members who last from day 1. But I tend to completely remold my crew/officers for what I want to accomplish in game at the time. With contacts and conscripting you can always find good crew and officers.
Example go an add +50 pilot modules to your ship you'll need like 15 pilots if you make that jump in 1 shot. So its either add them and once they level keep dismissing or conscript high level ones from other ships.
You can start as a non combat (space/crew) trader and end up as a military xeno hunting explorer in crew and space battles all the time.
Now you'll most likely have to completely swap your officers and most of your non standard planet crew around.
STF isn't like Baldurs Gate 2 where everyone was a NPC companion so they had to wait around for you. This game has unlimited crew/officers so I agree it doesn't make sense for them to wait around.