So, in thinking about a campaign system that determines the control of systems and hyperroutes, I want a strategic-choice mechanism that gives benefits and drawbacks to the attackers and/or defenders of a system, and also helps determine the choice of objectives to be played.
The idea is this: The attacker decides on a means of approach, while the defender decides on a defensive posture.
The attacker's choices are to 1)hyperspace into the outskirts of the system (like what Vader wanted done when the fleet arrived at Hoth), 2)to hyperspace close in to the system (like what Admiral Ozzel decided to do), or 3)to go for a staggered approach - not unlike the Hyperspace Assault objective. Meanwhile, the defender has the choice of 1)a defensive posture near the main planet of a system, 2)opting for wider sensor patrols to detect ships hyperspacing in on the outskirts, or 3)the preparing of an ambush.
Essentially, each side is given a choice between levels of risk/reward, with the combinations as shown in the table below. No objective means that it's just one fleet up against another, without any special rules or sources of victory points. Standard play is the game as we know it, and 50%/50% gives a significant edge to the attacker or the defender, and a random result will determine who gets it.

So, there are a number of RAW objectives that fit. For example. A Defensive Posture against a Close-In Assault could involve the Minefields objective, with the defender as 2nd player, as well as Prepare Ambush combined with the Staggered Approach, etc., such as what I've written below.
Objective examples:
The problem is that I'm not happy with it. I think the 'significant edge' should be a little bit more dire for 1st player, without which it completely determines the outcome of the game. After all, I do want tactical gameplay to be the most important part, rather than the strategic choices depicted in the table. So, I think that minefields, fleet ambush, and superior positions (as well as whatever happens under Close-In Assault-+-Wide Sensor Patrols) need to be strengthened just a little for 2nd player in a way that's plausible.
So, how might you all help me figure this out and fill it in, or even expand it?
