Sure thing.
My two buddies and myself have been wanting a good campaign system for one of our tactical space games for some time, but haven't really found anything that's manageable with "real" life. So I decided to start writing some basic rules, and had the two of them jump in to hammer some of them out and play it.
My primary goal was to keep it in line with the Starmada mechanic as much as possible. So we have preplotted strategic movement, and a turn structure that is very close the core game/KLA.
I ended up pricing all the ships in KLA using their BP's as a base, modifying those numbers with a ships science ratings (not calculated in the bp normally) and any special features (Klingon D5 War Cruiser, cheaper but higher maintenance). Along with that maintenance and command ratings were issued as well as speed (Strategic map).
The next thing we focused on was figuring a way to include all of the auxiliary systems in a meaningful way. We did science first, using that as a ships ability to take un occupied/un explored hexes. Every 50 pts of science a ship has confers a +1 bonus to a d6 roll they use while exploring. Their target is a 6, at which point the hex transfers ownership to the player who explored it.
In a similar fashion we did cargo as well, except using a variation of the transporter rules for supply on the strategic map. We've already learned the hard way that freighters are necessary if you plan on roving 5+ hexes from your controlled space. I almost lost a frigate squadron doing that
Every turn we collect our Economic points, and use that to purchase new ships as well as research new designs. We all started with just 2 designs at the beginning of the game. I grouped the ships into 4 tiers, each costing 10 EP per tier level. So the Fed DN is a tier 4 ship and costs 40 EP to unlock and then 61 ep to purchase.
We also have fleet flagships implemented as well, as a means of balancing fleet sizes, other wise I'm pretty sure my Kzinti player would have had his 18 Frigate squadron by now
