So, I've noticed that out of the very few files that came to SWGB heavengames recently, even less have fresh new ideas, and those who do usually have few downloads.
I think that's one of the reasons this game is dying- not only it's old, but people rarely use all the potential the scenario editor has. I myself had many ideas over the few years I had this game, and the only maps I actually completed weren't submitted here because of their low quality. But since I probably won't complete any of my maps, I'll list my current ideas:
-A ''space chess'', where 2 players control equal forces on several chunks of land separated by starfield and with teleporters leading to nearby chunks. However, the teleporters only work for a faction if they don't work for the other- so every player gets a small amount of time to move their troops around until the other's turn starts. When it's not their turn, they can still move their troops around, but they can't use the teleporters, effectively leaving them stuck on their land.
This map would require lots of triggering, but provided the forces were balanced and a few other issues were solved, it could be rather interesting to play.
-A Tatooine faction war map- there are several large factions fighting over portions of the Dune Sea (with a main antagonist amongst them, and Tuskens who just attack everyone) and you just happen to be in the middle of it, albeit isolated by a mountain range. The only resources would be money (got from controlling cities and buying nova mines) and manpower (obtained regularly from controlled cities).
You start with little resources and can do pretty much what you want, allying with a faction against its enemy or doing the contrary, leaving them alone, or declaring war against both. However, there would be a main antagonist you have to destroy in order to win. As troops and mechs aren't obtained from troop centers and mech centers, the factions would need a lot of triggering to spawn their armies, but if done right it could really give the player that ''everything is changing even when you're not doing anything'' feel.
Note: this is the only project I'm actually working on, although I haven't touched the map in months.
-A ''sandbox'' mercenary/smuggler RPG- there's a central story, but there are a lot of places you can visit, ways to make money and tactics and equipment(use armor researchs as a form of armor you can buy- why no one did that yet?). Would ideally be set during the Imperial era in an outlaw sector of space, preferrably one full of rich resources and disputed by criminal factions like Jabba's empire. You can hyperspace between planets, buy medkits, weapons and armor, smuggle goods, mine and process minerals...the Star Wars galaxy is just perfect for that.
I think that's one of the reasons this game is dying- not only it's old, but people rarely use all the potential the scenario editor has. I myself had many ideas over the few years I had this game, and the only maps I actually completed weren't submitted here because of their low quality. But since I probably won't complete any of my maps, I'll list my current ideas:
-A ''space chess'', where 2 players control equal forces on several chunks of land separated by starfield and with teleporters leading to nearby chunks. However, the teleporters only work for a faction if they don't work for the other- so every player gets a small amount of time to move their troops around until the other's turn starts. When it's not their turn, they can still move their troops around, but they can't use the teleporters, effectively leaving them stuck on their land.
This map would require lots of triggering, but provided the forces were balanced and a few other issues were solved, it could be rather interesting to play.
-A Tatooine faction war map- there are several large factions fighting over portions of the Dune Sea (with a main antagonist amongst them, and Tuskens who just attack everyone) and you just happen to be in the middle of it, albeit isolated by a mountain range. The only resources would be money (got from controlling cities and buying nova mines) and manpower (obtained regularly from controlled cities).
You start with little resources and can do pretty much what you want, allying with a faction against its enemy or doing the contrary, leaving them alone, or declaring war against both. However, there would be a main antagonist you have to destroy in order to win. As troops and mechs aren't obtained from troop centers and mech centers, the factions would need a lot of triggering to spawn their armies, but if done right it could really give the player that ''everything is changing even when you're not doing anything'' feel.
-A ''sandbox'' mercenary/smuggler RPG- there's a central story, but there are a lot of places you can visit, ways to make money and tactics and equipment