The depth of each individual officer role will be the bread and butter of Equinox. To that effect, this issue is an open discussion of how to make fleshed out, deep officer roles and which roles should be included.
I should mention that one mechanic I'm hoping for is the ability for a ship to have a limited crew and only be able to take a subset of officers, thus changing their play style. I don't yet know how to work this in well.
The role list, which will change, is currently:
Captain? Gets readouts on all other roles & is responsible for coordination and communication. At all times, has final say.
Navigator (May be too shallow): Out of Combat, plot trajectories. In combat: engage in combat maneuvers.
Squadron Commander: Out of combat, train pilots with different skills and maintain/upgrade fighters. In combat: commands the ship's fighter squadron tactically.
Marine Commander: Out of combat, trains marines etc. In combat, repels boarders and can attempt to board and take control of enemy ship.
Engineering: Commands the ship's systems real time systems incl. fire control, airlocks, electricity. Also orders shipwide upgrades.
The depth of each individual officer role will be the bread and butter of Equinox. To that effect, this issue is an open discussion of how to make fleshed out, deep officer roles and which roles should be included.
I should mention that one mechanic I'm hoping for is the ability for a ship to have a limited crew and only be able to take a subset of officers, thus changing their play style. I don't yet know how to work this in well.
The role list, which will change, is currently: