Just wanted to take a moment to jot down some rough ideas for consideration in this mod:
- Method to open/close gates
- Pirate/Sabotage missions for red stations
- Emergency Fund for AI factions
- Rushed Production
- Investing System for player
And then a list of things I want to add to whatever the final product ends up as:
- Boarding requires multiple Marine Officers for larger ships/stations
- CVs and Stations require multiple Engineers
- Subordinate Engineers(Like Marines)
- Marine Officers and Marines needed for boarding defense
- Modifying of defense values and AI for boarding
Concepts for Consideration in detail:
Method to Open/Close Gates: I'm not sure if this is something that has already been done by somebody but I haven't seen any indication that it has. Essentially this would be a strategic option to either allow yourself to build up forces for an assault or to make the path to your main establishment harder to get to for a time. In the vanilla campaign there are gates that you can't pass through until an event happens, it would be great to be able to replicate this but also allow a method to close the gates as well. Options:
- Mission chain that allows a temporary disruption in gate travel
- Mission chain that disables gate travel until another mission chain re-opens it
- Attach a dock to the gates and create a new item required to power gate, it will close without the power source
While I like the idea of the last one I feel it would be the hardest to balance properly and could lead to trouble with keeping the gates open when you need them. AI might be able to be modified to have the other factions working to either supply or disrupt supply to the gates but that would be some extensive change I'm sure.
In regards to the mission chain I feel it would be fairly easy to have the AI simulate this by creating a mission for the player to destroy/kill a ship that is working to close/open one of the gates(with a timer). The player would have to monitor the gates in order to make sure they were open or closed based on their preference, otherwise if it's a gate they don't care about the AI would be free to fight among themselves to control the status of the gate.
Pirate/Sabotage Missions for Enemy Stations: I saw a mod for this to a degree, though it read like it allowed all missions for enemy stations. I would like to see it where if the station has become an enemy that the only missions that become available are the missions to attack Civilian Vehicles, Weaken Station Defenses, etc. This may be something that already exists in CWIR, haven't played it yet, but I just wanted to make sure the concept was mentioned.
I know many things are being carried over from CWIR so if this was already in and was one of the things being carried over then awesome!
Emergency Funds for AI Factions: This would be a set amount of money that can be stored separately from the "main wallet" it isn't automatically created and the amount stored within can vary depending on the size and power of the faction. The Emergency Fund(EF) would be something that the AI adds to only when they reach certain milestones in their productivity(i.e. faction builds 4th station, + 5mil to Emergency Fund(EF); - 5mil from Wallet).
Essentially the Emergency Fund(EF) would be used either when the faction is being threatened or when they are nearly wiped out, the determination could be different depending on the faction(i.e. HoA doesn't use unless it loses all but 1 station; PMC uses after losing first station; etc.). The factions could also use the funds differently depending on their individual action preference(i.e. HoA stores EF on Construction Vessel and stores vessel in empty space then when activated builds near a concentration of asteroids to mine).
Rushed Production: This would be something that could be used alongside the EF or independently once again depending on faction preference. Rushed Production could use the same resources and just cost 10x, could use double resources, or could just result in an inferior product(half shield and hull strength, etc.). Rushed Production would only be used in cases of emergency whether simply the station being attacked or the faction being nearly destroyed.
Investing System for Player: I noticed this was something mentioned in the OP and that's awesome because it's something I think is severely needed in the game. This would give the player more a more direct impact on the progress of a faction and also allow them to have access to a means of "buying friendship". The more support the player gives means a more friendly partner in the universe, it would also allow the player to impact how quickly a faction is able to build up strength in a new sector.
On the other side of this there would also need to be a method to disable investing if the player attacks a faction in order to prevent cheesing the system. Maybe an attack sets the faction to enemy automatically with a maximum rating of -10 and then you need to have at least a +1 rating to invest.