No matter how sad it was, still agree to "send the ships or the money for the friend" is a bad idea.
The process of raising funds for a new ship or risk losing new not improved ship itself is fun.
There are certainly circumstances in which "fast money" would be useful, say, if death in combat zone and the lack of funds to purchase a vehicle in the case of "another death" (you know, the law of the Elite is cruel).
There would have helped a "credits", say from "Guild of Independent Merchants". With interest of course and for a limited time. In case of delay in payments "reward for a head" and inability to wash it away with death.
Of course the way 'to get around the system" in the game is: you bring the goods to the station and gradually throw it for your "poor friend" and a friend at the station sells it.
But obtain thus a ship, the player will not receive the love of the gameplay. If you receive a "fast money" in this way, many nuances of the game remain "behind the scenes" and soon lost interest in the game as a whole.
However, if the game will be "guilds / clans / factions" of players, yet the presence of a "clan Bank" from which clan leader would be able to allocate funds for the needs of the organization - is necessary.
For the construction of FORTS in distant worlds, for repairs of ships damaged in the battles for the "Ruling faction" (or in a war with aliens).
Seriously, the game will be enriched if there will be a Guilds and the Guilds will have something to occupy players.
Ordering from the "ruling faction" (mission for the Guild) to the construction of the station in an empty system or repairing the damaged Fort in the border zone (Federation - Empire).
Desperate times require desperate decisions. During "The WAR", the "Ruling faction" could use the services of "independent organizations", not officially of course.