Thanks to @Norsehound for he suggestion I am working a version of Hero's of the Aturi Cluster for Armada.
A few things about this. First the system will have a rebel campaign and an Imperial campaign.
What is this?
This is a single faction campaign where you and a few friends control a ship each or you on your own can complete missions for your faction.
If you want to disrupt Imperial supply lines, capture Imperial ships, and bring peace back to the galaxy you can.
However if you want to crush the Rebellion beneath the guns of your Turbo Laser batteries, rule uncontested, and enforce order as an Imperial Commander you are more than able to.
How is this different from a normal game? Well in this style of game your Commander will gain experience for his kills and mission successes. Your Commander can be promoted, gain abilities and climb the ranks to command some of the biggest ships in Armada, however failure can lead to destruction and death of all you have worked for.
How this will work:
The game will be played by a player or group of players from one faction completing missions vs the other faction. The other faction will be AI operated. What this means is that he AI will have orders of operations that it will follow to complete its actions. This includes what commands it will pick to what ships it will go after.
Norsehound brought up a good point. AI ships will not have a Command stack. These commanders are experienced enough to have he abilities to accurately select their commands according to the situation at hand.
Each ship type will have its own Command Preferences and Targeting Priorities. So a Quasar will behave inherently different from an Arquitens or VSD, while at the same time a ISD Cymoon Refit will behave differently from an ISD 1.
This allows subtle changes to missions and the feel of the game as well as a more realistic approach to ships and their inherent functions.
More to come based on questions and input
Edited by Lyraeus