I never got to play the original Sovereign Stars so hopefully this will be valued input. also agree with having ships being tracked individually, but it might be nice if there was options for integrating it with Fleet Ops if people wanted. Fleet Ops may not be the main focus, but it might be nice to have the possibility of having epic endgame battles. For campaign play thoughts I have done a little bit here and there myself. I'll put what I have right now in and add more in later when I can find my other notes. If anyone has ever done the Solaris 7 stuff for mech warrior dark ages way back when it was good in the beginning that was kind of my idea and feel. In that being able to repair, modify, upgrade, downgrade my fleet along with being able to modify my base/spacestation etc. Another clarification I should add for fleet ops is that perhaps this could reflect more team based play. My ships are my fleet. For epic battles my fleet is my portion of the team.
These are my campaign notes I have on me right now for Admiral:
Enhanced Auxiliary Services:
Cargo -
This is still on a 1 for 1 SU basis materials are effected by tech levels. Bulky materials have -1 level while Compact materials have +1.
Hospital -
A hospital allows for use of the Damage Control option, and being able to reclaim up to 100% or your marines. You can only keep up the the same percentage of marines that your hospital can support. In otherwords the hospital acts as a performance cap. A hospital with SUs that is only 40% of your total marines SUs can only reclaim up to 40% at once.
Transport -
This can now carry both vehicles and ground units. Ground units are .5 SU and vehicles a 1 SU.
Science -
This is a side note really. I can't remember the specifics anymore, but Science allowed minor ability for a ship to increase its tech levels.
Market Sales & Purchases:
Market Purchase Environment (affects the SU total)-
Cheap = x .99 or less
Average = x 1
High Quality = x 1.1 - 1.49
Restricted = x 1.5 or more
Market Sell/Trade Environment (affects the SU total)-
Favorable = x .75 or more
Average = x .5 - .74
Unfavorable = x .25 - .49
Hostile x .24 or less