Aigh, at last I found the TNE rulebook, I knew I had it somewhere. OK, TNE uses 2 tables each with a 2D6 roll to generate the starship owned by the player group, one to determine the quality/ownership and one to determine the actual ship (3 actually but 1 is just a modified based upon where the campaign is based and inapplicable outside of TNE). Since mustering out is massively different in TNE (no mustering out tables - DMs to the first table are received automatically on the basis of terms served in a particular career, but there is no need to port that mechanic to CT) we convert ship benefits received in mustering out to DMs on the first table. The tables and conversion values may need to be adjusted, I haven't done more than cursory checking of them for ballance and the first table is NOT the TNE table but one I created to produce what appear at first glance to be reasonable values and is actually backwards form the TNE system, while the 2nd table is from TNE and may provide a reasonable ballance.
Step 1 convert benefits to a DM, each benefit received becomes a + 3 DM to first table, total the ship benefits for the group to get the total DM to the table in step 3
Step 2 roll 2D6
Step 3 add results of step 1 and step 2, consult the following chart (not the same as the one used in TNE) to see the quality/ownership number of the received ship .
ROLL QUALITY/OWNERSHIP POINTS
5 .................................. - 4
6................................... - 3
7 .................................. - 2
8 .................................. - 1
9 .................................... 0
10 .................................. 0
11 .................................. 1
12 .................................. 2
13 .................................. 2
14 . . .. . . . . .. ..... .......... 3
15 .................................. 4
16 .................................. 4
17 .................................. 5
18 ................................ . 6
19 ................................ . 6
20 ..... ... ... ..... ..... ...... . 7
21 .................................. 8
22 .................................. 8
23 .................................. 9
24 ................................ 10
25 ................................ 10
26 ... ... ... ... ... ... ...... . 11
27 +.............................. 12
Step 4 players allocate the points from step 3, each point can be converted into 5 years of ship payments to a maximum of 8 points equaling complete ownership, each point can be converted into a DM for the table in step 6 to a maximum of +/-4 (players may take a negative DM, resulting in a smaller ship which they own more of)
Step 5 decide which category on the table in step 6 will be used proposed that the category corresponding to the type appropriate most number of ship benefits used in step 1 be mandated and allow the players to chose in te event of a tie
Step 6 roll 2D6 and add or subtract the DM agreed to in step 4
ROLL..SCOUT..TRADER..YACHT..LABSHIP..MILITARY
-2 .......... S............S.........mS..........mS...........mS
-1 .......... S............S.........mS..........mS...........mS
-0........... S............S.........mS..........mS...........mS
1............ S............S.........mS..........mS...........mS
2............ S............A.........mA..........mA...........mA
3............ S............A.........mA..........mA...........mA
4............ S............A.........mA..........mA...........mA2
5............ S............A.........mA..........mA2.........mA2
6............ S............A.........mA2........mA2..........mR
7............ S............A.........mA2........mA2..........mR
8............ S............A2.......mA2.........mR...........mM
9............ S............A2.......Y..............mR...........mM
10.......... S............A2.......Y..............L...............PC
11.......... S............A2.......Y..............L...............PC
12.......... S............R.........Y..............L...............PC
13.......... mA2.......R.........Y..............L...............CE
14.......... mA2.......R.........Y..............L...............CE
15.......... SS.........M.........Y..............L...............MC
16.......... SS.........M.........Y..............L...............MC
* decoding (with class names)
S= scout
A= free trader
A2= far trader (Jayhawk)
R= subs merchant
M = liner
SS = Survey ship (Donosev)
Y = yacht
MC = mercenary cruiser (Broadsword)
CE = close escort (Gazelle)
PC = patrol cruiser (????, 400 tons J3, 4G tech 15)
m = modified to fit the category, a modified far trader from the scout category for instance will have additional sensors and exploration equipment. Yacht category ships will replace cargo with recreational area and have well appointed staterooms. LabShip category ships will convert cargo to labs space and extra staterooms for scientists. Military category ships will come equipped with weapons and may convert cargo space for troops, have drop pods or other modifications suitable for a military ship.
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I'd test this before I adopted it, and players still might hate it, so I might never adopt it. I try to strike a balance that lets players influence what happens to their characters but not to control it. I've always used the straight chargen rules with GMfiat and deus ex machina to correct random flukes, but I think an alternative would be better. I also think going to a purchase system as you propose lets the players have too much control, but maybe my players will prefer a purchase system enough for me to let them have it.
If you do allow TA memberships to convert to ship shares it might be better to lower the value of ship shares a bit. I'd set the value of a ship share based on amount of ship you want the players to have divided by the number of ship shares they are likely to get during chargen. If TA memberships convert then the players will have more ship shares than if they don't convert, however it also means that players will not be forced to a limited number of careers in order to get a ship. Ship shares also means that players won't be forced to have at least one old geezer merchant in the group to get a free trader (when I'm a player I too often wind up being volunteered to be that merchant, so I could roll a marine for a change).
Step 1 convert benefits to a DM, each benefit received becomes a + 3 DM to first table, total the ship benefits for the group to get the total DM to the table in step 3
Step 2 roll 2D6
Step 3 add results of step 1 and step 2, consult the following chart (not the same as the one used in TNE) to see the quality/ownership number of the received ship .
ROLL QUALITY/OWNERSHIP POINTS
5 .................................. - 4
6................................... - 3
7 .................................. - 2
8 .................................. - 1
9 .................................... 0
10 .................................. 0
11 .................................. 1
12 .................................. 2
13 .................................. 2
14 . . .. . . . . .. ..... .......... 3
15 .................................. 4
16 .................................. 4
17 .................................. 5
18 ................................ . 6
19 ................................ . 6
20 ..... ... ... ..... ..... ...... . 7
21 .................................. 8
22 .................................. 8
23 .................................. 9
24 ................................ 10
25 ................................ 10
26 ... ... ... ... ... ... ...... . 11
27 +.............................. 12
Step 4 players allocate the points from step 3, each point can be converted into 5 years of ship payments to a maximum of 8 points equaling complete ownership, each point can be converted into a DM for the table in step 6 to a maximum of +/-4 (players may take a negative DM, resulting in a smaller ship which they own more of)
Step 5 decide which category on the table in step 6 will be used proposed that the category corresponding to the type appropriate most number of ship benefits used in step 1 be mandated and allow the players to chose in te event of a tie
Step 6 roll 2D6 and add or subtract the DM agreed to in step 4
ROLL..SCOUT..TRADER..YACHT..LABSHIP..MILITARY
-2 .......... S............S.........mS..........mS...........mS
-1 .......... S............S.........mS..........mS...........mS
-0........... S............S.........mS..........mS...........mS
1............ S............S.........mS..........mS...........mS
2............ S............A.........mA..........mA...........mA
3............ S............A.........mA..........mA...........mA
4............ S............A.........mA..........mA...........mA2
5............ S............A.........mA..........mA2.........mA2
6............ S............A.........mA2........mA2..........mR
7............ S............A.........mA2........mA2..........mR
8............ S............A2.......mA2.........mR...........mM
9............ S............A2.......Y..............mR...........mM
10.......... S............A2.......Y..............L...............PC
11.......... S............A2.......Y..............L...............PC
12.......... S............R.........Y..............L...............PC
13.......... mA2.......R.........Y..............L...............CE
14.......... mA2.......R.........Y..............L...............CE
15.......... SS.........M.........Y..............L...............MC
16.......... SS.........M.........Y..............L...............MC
* decoding (with class names)
S= scout
A= free trader
A2= far trader (Jayhawk)
R= subs merchant
M = liner
SS = Survey ship (Donosev)
Y = yacht
MC = mercenary cruiser (Broadsword)
CE = close escort (Gazelle)
PC = patrol cruiser (????, 400 tons J3, 4G tech 15)
m = modified to fit the category, a modified far trader from the scout category for instance will have additional sensors and exploration equipment. Yacht category ships will replace cargo with recreational area and have well appointed staterooms. LabShip category ships will convert cargo to labs space and extra staterooms for scientists. Military category ships will come equipped with weapons and may convert cargo space for troops, have drop pods or other modifications suitable for a military ship.
*********************
I'd test this before I adopted it, and players still might hate it, so I might never adopt it. I try to strike a balance that lets players influence what happens to their characters but not to control it. I've always used the straight chargen rules with GMfiat and deus ex machina to correct random flukes, but I think an alternative would be better. I also think going to a purchase system as you propose lets the players have too much control, but maybe my players will prefer a purchase system enough for me to let them have it.
If you do allow TA memberships to convert to ship shares it might be better to lower the value of ship shares a bit. I'd set the value of a ship share based on amount of ship you want the players to have divided by the number of ship shares they are likely to get during chargen. If TA memberships convert then the players will have more ship shares than if they don't convert, however it also means that players will not be forced to a limited number of careers in order to get a ship. Ship shares also means that players won't be forced to have at least one old geezer merchant in the group to get a free trader (when I'm a player I too often wind up being volunteered to be that merchant, so I could roll a marine for a change).