I'm currently trying to design a Star Trek flavored RPG*. One fairly major issue that I have to deal with is the presence of authority. Starfleet tells the captain what to do, the captain tells the crew what to do, and this tends to take agency away from the players in proportion to how far down in the chain of command they are.
Both John Harper's Lasers And Feelings and the board game The Captain Is Dead address this by taking the captain out of play entirely, disconnecting the players from the highest concentration of authority. Some other military-oriented RPGs explicitly make conflicts in the chain of command part of the game -- but to my mind Trek leans pretty heavily towards teamwork, with it generally being assumed that reasonable orders are going to be issued and followed.
On the bright side, I can encourage a delegation model of command, where senior officers tell the juniors what to do, but not how to do it. This leaves a junior officer's player free to pick their tactics as long as they're reasonably sane.
I am toying with game mechanics to drive player character teamwork -- skill checks generally won't be passable without assistance from a second character (which assistance comes in five different forms, some more direct than others), and assistance dice are spent in a "pay it forward" fashion.
I think I do want to keep the captain as a PC without any particular special rules, rather than an NPC or GM avatar.
Are there any other mechanics or concepts that I should consider to minimize the weight of authority in the game?
* Mostly informed by TOS since that's what I imprinted on; played relatively straight, downplaying the camp potential; more about the themes and tone than about recreating the superficial aspects of the show. Boldly going, but not necessarily in brightly colored velour miniskirts.