I can see where I wasn't clear. With your character in the Captain role, your ship gets the Captain bonus. If you find an XO, they get to apply their XO bonus. Additional players on the crew grant the Crew bonus. There's a 24 hour delay to change specialties, so if a captain eats it, the ship doesn't immediately lose the weapons bonus.
That's about it, so once the numbers are adjusted, it should be fine. That's including what Rolepgeek said about hyper, although you miiiight have grabbed the Pearls of Weber numbers. It might not be technically wrong. :p
It's important to have the fleet making money, so you'll get a few options for this run (give me a while to get actual numbers, please.
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These are arranged in order from "least profit" to "most profit." Risk is exactly what you think it is.
1. Deliver supplies to Alliance Frontier Defense Fleet. This is going to be a long distance mission, and any extra space on your ship will be filled with military supplies (not weapons or munitions, they don't trust you THAT much) that you won't profit from.
The Alliance will pay for your logistics score plus 10% of the cargo, and you expect to make at least 1bc per Supply you sell. Low risk, low reward.
2. Join a mining convoy. Your job will be to ferry mining ships in, fly back, buy supplies with the profit, return to sell supplies in exchange for ores, and return home. Very low risk.
Your logistics score for transit is your own problem. They pay for you to sit around. You get a flat fee per transport, and whatever ore you get, you take your chances on the stellar market.
3. Carry Construction Modules to the Frontier to help build the Alliance forward base in the grey area of "interstellar space", but to what is commonly understood to be Leaguespace. Moderate risk, large but unspecified reward.
4. Spy. You get loaded with sensors, and deliver software to Alliance factors on League planets with significant orbital industry. Moderately high risk, and you collect based on how much information you gather and how useful it is.