Snipped off into a second post...
Half a year ago I actually started on the 'bridge' part of a game like this, when I was pissed off upon hearing that the Star Trek MMO was 'one player per ship'. I ended up working on a 3d engine from scratch, which wasn't a great idea, but I ended up with a fairly cool system where the control panels on your bridge would render in 3d, and then get translated into textures and be rendered onto the viewscreens themselves. That's about as far as I got; the next step was letting the player sit down at a console and manipulate it, sending the commands to and from the server. But my hard drive died and I lost my work. It wasn't great work, but still. Back up your stuff!
My PLAN was going to be "puzzle pirates in space" with some changes. There would be 3 puzzle roles on ship to start...engineering, science ops, medical, stuff like that. Each role had multiple things they could be doing as part of their station, with different puzzles. You can have multiple engineers, with one working on engines, another working on something else, etc.
For an example puzzle, here's something that most engineering tasks used, whether you needed to scan something weird, or re-route power... It wasn't an ongoing task like the Puzzle Pirates one, but more 'plottish' almost. When you're on a mission and need to accomplish something, or want a way to break through enemy shields. The game picks three ship systems (like...engines, computers, power grid), then makes a 6x6 grid of tiles evenly distributed between them. You can slide columns and rows back and forth, and stuff wraps around to the other side. For, say, a plottish task like "use engines to escape tractor beam", it generates subtasks like "reroute all power to engines", "calculate frequencies", "overdrive engines" etc. Each subtask requires you to slide certain pieces into certain patterns. "Reroute all power to engines" might require a pattern with two 2x2 blocks of "power system" on the middle rows, with a 2x6 vertical block of "engine" between them...etc. Finish all the subtasks in order, and you're done. That's a generic puzzle, but there would be about 3-4 different puzzles per station; non-generic tasks have their own puzzles (like, say, rerouting power is something you can do WELL instead of just FAST, and gets its own puzzle).
ANYWAY. Bridge had one of each type of console. But the ship was bigger and you could move on foot. Let's say you need more work in engineering; you can order your science officer (player) off his station, send him running down the hall and into Engineering to grab a console there (in first person). As your ship takes damage though, you could get pipes falling in the corridors or something, making it harder to navigate, or needing to take the long way, or even use jeffries tubes.
It was designed to be most fun with 3-8 players on a ship I think, representing the officers...
You'd also have a captain (whose main job is to keep track of what's going on and give orders on large ships, instead of puzzling; doesn't have many other responsibilities), a navigator (flies around in combat, frequently same person as the captain), and gunners (might be just one person playing it tactically with computer-aimed lasers, or might be multiple people on turrets, dunno). If you really took it far, there would be away-teams where the whole team can go down planetside and muck around with stuff there for a little while, violating the Prime Directive, but that would be far in the future.
Anyway. This is my dream implementation. I want this game very much.