There seems to be increased interest recently in campaigns, due in no small part to the very successful and well-produced Aturi Cluster co-op campaign.
I’m working on a PvP campaign ruleset with my brother and some buddies, and I want to toss out some of my current ideas, and see what you guys think of them. Specifically, I want to see what you guys think of my current scheme for the campaign’s overall progression and conclusion, in terms of missions played.
BASES
Each player commands a squadron of ships (~370 points worth of ships), operating from a base in the region the campaign is taking place in. Players can pick their base type from a selection, and based on their choice, they will have different advantages if their base is ever attacked.
PICKING MISSIONS
The two competing factions alternate in choosing missions to play for the duration of the campaign. For example: Let’s pretend we have an Imperial vs. Rebel campaign with four players
Imperials get the first mission pick by winning a coin toss.
When the first game of the campaign is played, the Imperial player will pick what mission is played. In the second mission, the Rebel player will pick the mission, (and so on).
MISSION TYPE AND ACCESS
Missions are grouped into 5 basic categories. Players can spend Campaign Points (CP) to pick missions, and earn CPs from winning missions. Basic missions (mini or skirmish) are either free or cheap to pick, and offer a modest return. Mid-tier missions (raids) cost a few CPs to pick but offer a good return on investment with victory. Large-scale missions (assaults) cost many CPs, do not offer a good return, but players need to win a few missions at this scale to access the finale missions.
Mini: ~50 point games Cost:0CP Reward:1CP
Skirmish: ~100 points Cost:0CP Reward:2CP
Raid: ~150 points Cost:2CP Reward:5CP
Assault: 200+ points. 2 Assault missions must be won before a player can pick Finale missions. Cost:10CP Reward:3CP
Finale: 300+ points, mission success can defeat a player. Defenders have natural advantages. Cost:16CP Reward: Player defeated. Defenders may pick a Finale mission if they win a Finale.
Players only get Reward CP if they picked the mission. (Defenders don't get CP for winning).
CAMPAIGN VICTORY/DEFEAT
Defeated players can still play in the campaign, but won’t be able to play in any more Finale missions, and will have fewer ships available than normal. The campaign ends when all the players on one faction are defeated.
The idea with the mission setup is that players will naturally work towards the Finale missions, working their way through low-level missions to get enough points to play rarer large-scale missions that will eventually let them try to knock out another player. While some missions will offer rewards that will help your chances in the next mission or the finale, in general there is no economic momentum in the campaign.
This is intentional to prevent the accumulation of power by one player to the point where they are unstoppable and the campaign effectively ends before it technically ends. Ideally, players should have equitable chances of victory from mission to mission. There is an incentive for players to defeat each other as quickly as possible, so that they will not be knocked out themselves.
The mission progression system isn't the only thing going on in the campaign; there's also a robust pilot building/progression system and economy to manage throughout the campaign. But the overarching mission system in the campaign is both important and difficult to test, so I wanted to throw it out there.
Any thoughts? Does that sound reasonable and/or fun?