DeviousQuail
Hero
Coriolis by Free League is an example of option 2. Ranged Combat is used for guns and ship weapons, Technology can repair cars and ship modules, Command aids allies that follow your orders on foot and in space, Data Djinn (aka hacking) can bypass terminals and overwhelm enemy systems attacking your ship, and more. My two cents is that it works pretty well, but there are balance issues with certain ship positions having more variance in what they do and how often they actually get to do it.The two possible solutions I see are:
It also helps to have vehicles that are primarily crew-based rather than solo fighters, so you can have one player doing piloting, another doing gunnery, a third doing engineering stuff, and so on. This of course runs into the problem that not all groups are the same size.
- Explicitly make vehicle combat a central part of the game. Basically, don't make "Star Wars", make "Rogue Squadron". You might even want to give PCs separate character generation resources for the vehicle combat part.
- Make vehicle combat use mostly the same abilities as other parts of the game. E.g. make "launch missile" the same skill as "shoot pistol". There's some sliding scale to be had here where you can opt-in to spend resources that are mostly focused on vehicles, but a baseline PC should be at least decent at it without pushing too much.
Mini rant: having played Coriolis for a while I think the thing I would like to change is the way everyone acts so independently all the time. You take your turn when your station comes up, do one of the few actions available to that station, and hope it works. The only collaborative aspect is deciding where the energy goes, which sucks because if you're the pilot, comms, or gunner you might get none and do nothing on your turn. Fun times. Any game that can make one ship space combat feel more like a team endeavor with its mechanics is something I'd like to read.