However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crew-members equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.
From what I can tell from what's being said this is a three edged sword;
Point one (good point) If you join the crew of someone you don't know and they commit crimes - you can leave without being punished.
Point two (bad point) It can also be taken advantage of by people who just want to inflict damage, either against the NPCs or against other commanders. Some people are bad just for the sake of being bad. So loosing 100% of nothing is not going to be a deterrent.
Point three (bad point) If a unsavoury commander joins your crew and starts shooting police NPCs; they can then leave scott free leaving the helm pilot with the crimes.
In my opinion a better way to handle this would be "if you pull the trigger you get the crime".
This gives people not engaging in illegal activities on the same ship a chance to not be involved> The helm can eject a criminal, other crew mate(s) can leave. If a minute passes without either the helm and/or other crew-mates taking anti-crime action then the crime is applied to all of them - and no get out or jail free cards.
Edit: This is especially important if you guys really want "looking for ship/crew" to be a thing.
You point blank can't trust a stranger, you never know what they'll do. So you either have to mitigate this otherwise people just wont use it.