What I'd like in a game that MANY lack is a FULL crew system. One person would be controlling the ship while the others are inside socializing or doing what needs to be done. From taking care of a sick crew member to rushing for the escape pods due to an attack is what I'd love. Screw the vast universe, I want a dynamic crew system.
Fun idea.
You could prolly do something that is module (level) based where a team of 4 people need to make a sort of gauntlet run through various challenges in space.
Start with some basic maneuvers, battle sims, and eventually get into some real battles (modules) where a simple story takes place with a number of sub adventures.
What kind of stations could you have?
Captain. - Issues basic orders through their interface and the others need to follow them. The captain could request higher performing tasks which challenge the crew.
Pilot. - Seems like this could be done best in a first person 3d shooter but maybe a 2d game could work.
Gunner. - The challenges are selecting the right weapon for the job as well as conserving ammo and perhaps some missions where hitting near by targets result in failure.
Engineer. - Busy pushing buttons to constantly revert power, cooling, front shields, back shields, and etc.
Coms.- Finding weak spots in enemy ships, establishing communications, finding key locations on planets through some kind of game interface.
Each station would essentially have a star trek like panel as their primary interface and everyone has the pilots visual to see what's going on although, it could be fun to not see everyone elses views.
What challenges could you give the team though? Seems like you want to challenge the teams ability to cooperate and sacrifice.
ahhh.... just add medals for doing extra ordinary things during battle which causes risk for the team but rewards upon success. As an example, the captain asks the crew to charge into battle within 10 seconds of seeing the enemy. That earns the captain a medal but nobody else (if they come out alive).
I sort of visualize one design where each player is essentially playing their own puzzle game which contributes to the overall success of the mission.
Anyway.. neat concept idea.
I had a special action object which corresponded to actions that happen in the game, containing the necessary code to carry out those actions. Then I had a special ability object that makes those actions visible on the interface.
I'm ripping all that out and simply having the verbs directly on the objects accessible in a relatively native-to-BYOND manner. I discovered I can go ahead and do dynamic verb calls via the "call" function. The ability object is now wholly a cosmetic icon that is generated based off of a special proc that attempts to identify what verb the player has bound there.
I feel like a dunderhead for not doing this before. It's always so much easier to realize a game when you're operating well within the native platform's methods.