I really like these ideas and I'll be watching this thread as time goes on.
The VP from the opponent is an odd rule, bu if you think that it works after your playtest, I'm okay with it. A friend and me played a game using the simple campaign system rules and by the middle part, we were so beat up that the games boiled down to who could roll the better RP amounts.
I had some tactical ideas for the game that would still qualify for "Somewhat simple".
The first is having to pay for the number of task forces one has. Since it allows for more tactical options, I thought that you subtract the number of task forces from the die roll from your colonies' production. So fo example, if an empire has 2 colonies and 4 task forces, it would roll 2d6-4. I'm debating if this should be to a minimum of 0, allow this to go negative or state the the minimum result is alwasy equal to the number of dice rolled (so in the above example, the minimum that the modified die roll can be is 2).
To combat that, my second thought would be create a initiative modifier (IM) for each task force. The modifier is the equal to the MP of the slowest ship in the task force and a penalty based of the number of ships). During the initiative phase, each player rolls a d6 for every task force currently in serivce and then assigns a single die to each. Then you add the IM to the die result to give that task forces rate (adding the initative modifer). Initiative order is from lowest to highest (break ties first by higher MP, then lower size modifier and finally dice off).
Ship number modifiers
1 Ship: -1 Modifier
2 to 3 ships: -2 Mod.
4 to 6 ships: -3 Mod.
7 to 10 ships: -4 Mod.
11 to 15 ships: -5 Mod.
16 to 21 ships: -6 Mod.
22 to 28 ships: -7 Mod.
29+ ships: -8 Mod.
So let say player A has three task forces.
TF1: Has 5 ships in it with a slowest ship having 6 MPs.
TF2: Has 18 ships in it with the slowest ship having 2 MPs.
TF3: Has 3 ships in it with the slowest ship having 9 MP.
TF1 has an IM of 6 - 3 or a 3
TF2 has an IM of 2 - 6 or a -4
TF 3 has an IM of 9 - 2 or a 7
Each initiative phase, player A rolls 3d6 and assigns them to the three task forces. Depending on the die rolls and which die gets picked for each task force will give players more options on how they should create fleets (in thoery)
Thoughts?
-Bren