It's something which I plan to implement gradually in layers, but yes - ultimately some kind of dynamic/strategic campaign system is exactly the sort of thing I'd like to implement. The current plan is that the first layers of that will actually be released prior to the WC1 campaign being fully playable; i.e. simple preset or dynamic scenarios to test things out.Speaking of dreams, I think my ideal Wing Commander game would have an Armada-like strategic layer, but with a dynamic generator that spits out pilotable/autoresolvable missions similar to WC1/WC2 for when two opposing fleets are present in the same system. Would this kind of thing be within the scope of Confederation, or are you strictly focussing on recreating the 'classic' story-driven experience of the originals?
I've been working on it on-and-off since 2016 or thereabouts, but posting about it (or more the community response) has been a big motivation boost.I'm still somewhat in disbelief at how this whole project just appeared out of nowhere for me.
New game modes, missions, campaigns, art, translations and so on wouldn't have to obey the limits of the original engine, since Confederation isn't based on the original game engine(s) at all; new content isn't stored in the old formats.One more thought that came up when you mentioned setting up the core systems for easier expansion later on: If you're going to support a strategic layer, it might be a good idea to allow each star on the hyperspace map potentially contain more than just one planet, unlike Armada. Even if that's not how it'll actually be implemented in the beginning, having the code in place to eventually allow some back-and-forth fighting within vital and heavily populated systems seems like it could lead to some really fun gameplay.