So, I am a player in a game and am about to start GM'ing a second campaign and generally speaking, we're having a great time but one thing that overall seems pretty lackluster is space combat. This might be because we're really not attached to our ship (a G-9) at all, even though we've spent time and money repairing it. Our GM is really good with the narrative system but in the last two session we've defaulted to using a modified version of the X-Wing rules as it seems more fun, and I'm wondering how you guys handle ship combat?
How do you make space combat fun & get PC's attached to their ship?
Space combat is definitely not the best part of this game, so mixing in some X-Wing mechanics might work. That said, this setting has hyperdrives: personally I feel that outside actual military battles space combat should probably be rare, brief, and usually inconclusive. The best option for the side that will probably lose, unless it has no hyperdrive, is to get the **** out of Dodge.
If you want to get the players more attached to their ship, they need to think of it as their home to an extent. The mechanic has his tools and workbench and maybe some droid assistants. The soldier or bounty hunter have their armories. The pilot is, well, the pilot. Other PC types can have their personal connections as well. Even without too much space combat, try to incorporate the ship in the adventures in some small way. A lot of downtime happens on the ship (hyperdrives again), so let the PCs do stuff on board. Suggest to the Force users to have training equipment on board. Let the medic set up his hospital bay. PCs with a particular interest, hobby or something they are looking for will have a library or holocrons or maps or other items of significance. Lose the ship, and everybody loses all those things.
I houseruled a lot to make vehicle combat more fast-action and straightforward like personal combat. Shipboard actions are more tailored to skills and synergize better.
As far as attachment, that's a player thing. One of my guys drew a deckplan and the group joked about my idea that the ship was a factory second swiped from a boneyard, and I riffed off that, so we've been trading one-liners since.
I'd suggest listening to some live-plays, there's a lot of way to spice up space combat but relying on the rules will leave it pretty bland - like everything else in this system, it benefits from narrative embellishment. It was helpful for me to hear how others were doing it.
Having a deckplan on the table in front of (you can find a lot of deckplans at colonial chrome, you can use gimp to resize the image to minis scale and cut it in just under 11x17 pieces, and can then print the 11x17 pieces on 80lb[yeah they measure thickness in pounds] paper, laser color an 11x17 on 80lb paper costs something like $1.60 a sheet,at office depot or office max, then use scissors or a paper cutter to trim the white edges cause the can't quite print to the edge of the paper) and each pc having their own room that they place their (wotc in my case) miniature in somehow tends to get them to mentally claim it as "theirs." That probably won't work for every group but it's happened for the groups I've run/played in (but correlation does not imply causation).
How to get them to care about their ship? Give it a personality. Quirks. Advantage and Threat fuel narrative; let them fuel how the ship "behaves."