To start out, I'm going to fill in on everything thus far.
I wanted to run a campaign, and I got the core book for $20 at a retailer 'cause the cover had some minor damage (what a steal!). I ran a cross platform campaign that was 75% AoR 25% Star Wars Armada. The players LOVED it. I pregenerated the characters to avoid any confusion for my first campaign, and the players took to them well. The first mission was information retrieval/sabotage. I sent them to an experimental manufacturing facility on the outer rim to collect data on a new Imperial ship in development, the players had a blast doing an "undercover boss" impersonation, and plowing through opposition pretending to be an inspection team. They went through every floor and collected every piece of information I had hidden, even made some bonus rolls towards the end, they stole an Imperial Gladitor, and ended up in space combat with an Imperial patrol. It was a great game with about 8 full hours of gameplay. This is the part where I messed up.
After the mission I rewarded them with way too much EXP, and not a small amount of credits.
As a result I have one character right now who is leaps and bounds ahead of the other two in combat ability. The player himself is a veteran GM who's been running RPGs since he was in middleschool, so to no surprise he's found ways to make his character almost unbalancingly powerful.
I was stumped for a solution, 'cause storm trooper Sargents and nemesis level enemies could barely harm this player, and they definitely wouldn't last more than a round or two in combat.
I decided, instead of making exp changes and forcing the characters to rebuild with less, to roll with the idea. I figured if they were going to be epic level characters, I may as well give them an epic level of gameplay. So I ran another mission.
They were tasked with infiltrating an ore processing plant and tagging shipments so the rebellion could learn Imperial shipping routes and discover good ambush locations, they were given a guise, means of entry, and I sent them on their way. They played through the mission under the guise of loss prevention, and tagged shipments as required. Even discovered an NPC skimming off the top and they launched an investigation into locating the individual stealing. As the mission grew to a close, I threw them a twist. The station was assaulted by an unknown enemy using organic weapons and armor (The Yuuzhan Vong). I had generated some Vong with quite high stats and while stormtroopers were being swatted like flies, the party fled just as the station was destroyed. The escape pod was damaged and landed on a nearby desert moon. They managed to rig a small transport and fought through some desert monsters before coming upon a small bounty hunters guild training outpost. Being stranded, they bargained (as imperial impostors) for passage off the moon. The Bounty hunters sent them in the direction of some old Jedi ruins looking for a critical component to get their shuttle running again. Surprise. There was an old Jedi hermit still living there (of course). THis is where I decided to give them a choice. The Jedi hermit confessed he was beyond old, old enough to remember a young Yoda taking leadership on the Jedi council, (the players did well reacting with 'the **** is a yoda?'). He informed the players that there was a fork in the path before them. One direction was a life of recognition and fame but no meaning or power, and the other of obscurity but of great meaning and nearly unlimited power. I gave them a choice to go back to the rebellion in their fight against the Empire, but informed them that this path would lead to the deaths of 365 trillion people. I also gave them a choice to obtain the power of gods and stop the enemy before they could kill. (basically their choice was to follow the movie canon or the EU, had they chose to go help the rebels, the EU events would have happened, if they chose to obtain power to fight this new enemy, the universe would follow the movie plot where the Yuuzhan Vong never show). They chose to combat this new enemy and save the galaxy, the old hermit revealed a small shuttle and they started their journey. That's where I ended campaign 2.
From here, I want them to become strong enough to literally fight an army of Vong. I've broken my next 3 missions down based on a single piece of gear each player will need to complete this arc.
-The pilot/slicer needs to collect control of SWTOR's "Eternal fleet" (as the story stands, they should still be usable) The party will face Valkorion in the ruins of Zakul, and either try to kill him (presumably) or agree to his negotionations. If they choose to fight they'll need to collect Ysalamiri and weaken him to do damage. If they choose to agree, they have to sacrifice an entire coreworld, which he will consume entirely as he did in the SWTOR games and books. This will not have an immediate negative effect, but they will confronted by Valkorion later as an even stronger boss fight.
-The marauder needs to collect an ancient piece of Sith armor made of force corrupted Obolisks and plate Cortosis. Because of it's design, he will need to find a way to get it fitted to himself. It's a permanent piece. It will give him force sensitivity and boosts several of stats making him nearly undamageable (guess who's going to be on the front lines in the final conflict? lol). His character - a mon-calamari who survived an orbital bombing only to awake as part of a massive sandbar composed of dead people - already has sanity issues. Should he use this armor, he will go completely insane, and may have to fight the other players.
- The Saboteur/mechanic is tasked with locating the Infinite Empire's rebuilt Star Forge, and building an army of Droids matching his design. The players will have to fight some difficult droids and maybe even a force ghost (Revans?) Upon their success, the players will have to gather intel and plot out the final battle. (not sure what else to add here, thoughts?)
-The final battle will be both RPG and armada again. Each player is going to have separate goals on the war front. The marauder leading the mass produced war droids to vital locations or holding lines as necessary, the saboteur both commanding droids and locating areas of weakness and destroying them, and the pilot/slicer commanding the eternal fleet for air support and space combat targets, he'll also act as support for the saboteur. After completing ground objectives I'll have them run a team armada mode against NPC enemy ships.
I'm very interested in any thoughts or ideas anyone can offer.
TLDR: I made a goof on exp, so I decided to run with it and let them become insanely powerful. lol