I'm sure that this topic has been brought up before, but my searching has only been able to turn up this Reddit post:
The suggestions offered there are somewhat helpful at a surface level, but no one really gets into specifics.
First, the problem. Every time I run a space combat, it goes something like this (simplified a bit for brevity):
GM (Me): Okay, it's a PC slot, who's going?
Pilot: I guess I'll go. Uh, I'll take Evasive Maneuvers and Gain the Advantage again.
(Resolve)
GM: Another PC slot.
Gunner: I shoot. Again.
(Resolve)
GM: NPC slot. They maneuver in and shoot.
(Resolve)
GM:Last PC. What are you doing?
Mechanic: I'll do Damage Control.
(Resolve)
(Repeat ad nauseum)
Now, this is obviously the most basic that you can get. We could frame it slightly differently, like suggested in the link above. For example, we could be protecting another ship or we have a specific target to destroy in a larger battle. On the surface, it sounds more interesting, but how does it change my combat example above? I guess the pilot might take a different maneuver since positioning is more important, but everything else will be the same.
Okay, that didn't work, so what about the suggestion of a cool environment like an asteroid field or a nebula? Again, it spices it up on a surface level, but how does it change the example? What new options have we provided the players?
So, with all that in mind, how can we make space combat more interesting from an individual player choice perspective? How do we make the encounter interesting and tense and varied?