Personally I would have said something along these lines, costs slightly less than others mention because the impetus is to assign multiple areas and thus increase the costs in order to get a facility that provides for quantities as needed and required.
As a thought, I would also allow multiple facilities to use the "Aid Other" option so you could have one medical facility directly providing recuperative help or scientific study and another (or multiple) providing additional support and/or study that transaltes into a circumstantial aid another bonus if the other npc physicians or lab workers make thier rolls.
Med Labs and Laboratory's
(Available on vessels Small size and larger as noted below).
Type Cost Cargo Spaces Bonus Running Cost
Basic 10,000cr 1 +1 1,000cr/mo
(Small area/station) - Available in any vessel from small up
Standard 75,000cr 3 +3 10,000cr/mo
(Standard Room and equipment) - Available in any vessel from Large up
Advanced 250,000cr 5 +5 25,000cr/mo
(large functional area with specialised facilities) - Available in any vessel from Gargantuan up
Type
This is the kind of lab or medical facility, from a small area, single bed and workstation that can fit in the rear of a shuttle to an expansive fully functional hospital or scientific research area.
A Small facilitiy can handle 1 patient at a time or provide its bonus to one scientific topic.
A Standard facility can handle 6 patients at a time or provide its bonus to 3 sicentific topics.
An Advanced facility can handle 20 patients at a time or provide its bonus to 5 scientific topics.
Cost
This is the cost in credits that the facility/area costs.
Cargo Spaces
Facilities of this sort take up space, obviously this cannot be crew space that is taken up by actual crew and thier living spaces but instead takes up space as passengers would, namely cargo space. Obviously it may be an idea on some vessels to have multiple facilities, these can represent separate areas or much larger single ones.
Bonus
The listed bonus represents a competence bonus the facility provides to the relevant skill checks based on the type of facility.
Running Costs
This amount in credits is the amount it costs to keep the facility maintained and stocked of supplies in order to keep running at full efficiency. For each month the running costs are not met the bonus the facility provides drops by 1 (+3 to +2 etc..) when the bonus reaches +0 the facility is so run down/depleted that it is of no benefit to relevant skill checks at all. In order to restore a run down/depleted facility (one that is at +0) a player must pay 50% of the original purchase cost in order to restock and restore the facility back to working order. At any point a facility is at +0 it may be reverted back to normal cargo space for free if so desired.
Obviously with military or other government or institution owned vessels the running costs are paid by them not the players, as such running costs are only of any concern to freebooters and other independants.
I hope this helps.