If the campaign is based on a premise that involves the PCs having control of a ship, I give them one; if it's based on a premise that does not involve the PCs having control of a ship, I don't give them one.
Agreed. I generally feed off of the characters wishes and something like this would be known before chargen and campaign outline so that I don't "railroad" them and take away a ship they are excited about rolling up.
Please don't think I'm implying that you don't do the same. Just want to make sure others that might take this tact for the first time pre plan.
But if using standard chargen,
and the type of ship doesn't matter
and a scout ship is rolled more than once
A) if the characters want a different ship, the rules state that a scout ship roll can be used as 1d6 ship shares instead.
B) they want a scout ship
B1) Typically a scout ship still belongs to the scouts and it can be called back. An additional roll gives a chance that the ship is "off the books", liquidated, no longer has any connection with the scout service. Such ships are usually yi da tuo da bian and the first chapter of the campaign becomes the PC's fixing up the ship. Hey, if this is what the players choose to do, I'm going to let them have their fun.
B2) additional rolls are rerolled
B3) (added now to my own personal possible outcomes thanks to fine comments people have made) gain 1d6 shares of "stock" in another ship.