If you want to put in a little combat, make some of the visions more difficult to tell from reality. If you don't mind changing the premise, put a little conflict into the story. Maybe there was a mutiny that caused the ship to lose control, or maybe they were waylaid by corsairs.
When the ship replays scenes to the players, the scenes can have the players replace the original crew, and try to fight off hostiles. Even though it's all in their heads, the illusion can be convincing enough to make them fight. I also happen to disagree with some of the other posters on the pacing. Yes, is can be dramatic to have false shadows and noises around every corner, but this works a lot better in film where the audience doesn't participate in the pacing. Unless you have an inordinate amount of content, the 5 seconds of suspense will only annoy the players after the first few times.
As far as the malignant force goes, I would even arrange for the pilot to be a Ghost (per the template) at some point, which would allow him a final rest. Of course, YMMV.
-nameless
When the ship replays scenes to the players, the scenes can have the players replace the original crew, and try to fight off hostiles. Even though it's all in their heads, the illusion can be convincing enough to make them fight. I also happen to disagree with some of the other posters on the pacing. Yes, is can be dramatic to have false shadows and noises around every corner, but this works a lot better in film where the audience doesn't participate in the pacing. Unless you have an inordinate amount of content, the 5 seconds of suspense will only annoy the players after the first few times.
As far as the malignant force goes, I would even arrange for the pilot to be a Ghost (per the template) at some point, which would allow him a final rest. Of course, YMMV.
-nameless