So I spent six hours working on my ship.
As you can tell, there have been some big changes. Deck 3, the crew deck, is around a quarter done. So far you've got the captain's bedroom and the three officer rooms. I'm thinking of deleting one of the beds, or raising my player cap to seven. I've got a role available for the seventh player, anyway.
The player roles I have so far are :
Captain : Manages the ship's upgrades, the weaponry that is loaded onto the ship and is generally the voice of the crew in the event of negotiations. They can also order a player to do a specific action, which gives the player doing that action a roll modifier. They will also be the player initially briefed about missions, and must then brief the crew in turn.
Tactical Officer : Runs the weapon batteries doing all the targeting work and maintaining the weapon systems as well as the radar equipment. On the ground, they'd be carrying the biggest weaponry. At first, this would be something like an assault rifle with a grenade launcher attachment, but they could one day carry a disposable rocket launcher, flame thrower, machine gun or more.
Pilot : The pilot has control of the heading and speed of the ship, trying to avoid getting the ship hit and getting the tactical officer into a firing position. Being in a great position buffs the tactical officer. The pilot will also drive any and all ground vehicles that the away team come across. It is up to the pilot to stop the ship being damaged or destroyed by enemy fire.
Science Officer : Analyzes all those funky anomalies you find in space and on the ground, as well as using the ship scanners to find weak spots on enemy crafts. On the ground, they'd be able to buff team mates with special abilities, and are the only ones initially qualified to use any artifacts that the team come across in their travels. The Science Officer also maintains the communication grid and is capable of diverting the ship scanners to any task. These can range from scanning planetary installing, assisting the pilot in ship navigation or locking onto a ships reactor emissions.
Chief Engineer : Coordinates the repair team and works the reactor down in engineering to get more power. More power gives roll modifiers to other ship systems, depending on where the power is diverted. More power also equals more heat. More heat damages the reactor. The engineer has to skillfully balance the power generation and heat output for maximum effect. The chief engineer can also deploy things on the ground. These range from deployable barriers and mines to automatic gun turrets and the like.
Medical Officer : At game start, the medical officer will be the only physician on the ship, and the only one capable of advanced medical treatment. They can also distribute stimulants that provide a passive boost to the other players, but after the high comes the low. They also have the ability to create toxins, sedatives and biological weapons among other things in the ships medical bay. These can range from a simple knockout toxin to a bio weapon that causes your eyes to melt.
Those were my initially planned roles, but I've got a seventh available, too.
Marine : The marine's job is to ensure that the ship is safe and protected from enemy boarders. If the worst does come to happen, and an enemy team boards the vessel, it's up to the marine and his squad to ensure that the boarders are neutralized as soon as possible, before they can do damage to the vessel. On the ground, the marine's job is to take up the damage so that the rest of the team can complete the mission. The marine can survive injuries that would kill lesser people. They have the heaviest armor and start the game with a ballistic shield.
And those are my planned roles. There will only be one of each role, to ensure that the entire crew is properly balanced.