A conversion plug project idea, up for grabs!
So I've been playing Acheron recently, and was pleasantly reminded how much fun EV battling can be, even without a storyline. After a while, though, I had worked my way up to a decent ship and had figured out the tactics needed to regularly win with it. Once that got dull, I popped in the "Renegade Enhance" plug, and got a new lease on playability -- new ship variants with new weapons, and therefore new tactics to figure out.
I thought to myself: Wouldn't it be cool if the new technologies were doled out over time, so there were a bunch of points where new challenges appeared, instead of just one? This is how Starfleet Adventures works: each dude contains ships from multiple eras. Crons set bits at certain dates, and each ship has matching AppearOn conditions so that it only appears in its era. Outfits and shipyard ships are similarly controlled. (Stock Nova uses the same techniques, but not as pervasively.)
And then I thought to myself: Wouldn't it be cool if the order in which new stuff showed up was different each time I played?
And then I thought to myself: Yes. With some clever use of the R operator, this is doable and would be an efficient way to give a TC re-playability without writing lengthy and branching storylines. This could be added to Acheron, but it also could be created from scratch, built from any other completed or not-quite-completed TC, or done using items from the EVN stock scenario. It could work well with inventive weapons and modular engine, shield, etc. technologies (think Colosseum).
(Maybe someone else has suggested this before; if so, I don't remember it. It might overlap somewhat with Charred Snowman's thinking, though without his emphasis on having the player lead major fleet campaigns.)
Basically, you would be simulating R & D, but not dictating the order in which technologies were developed. The appearance of a particular weapon or other outfitter-accessible technology (A1) would be tied only to the appearance of A.I. (A2) or shipyard ship (A3) variants that used it, perhaps with lags (and varying order) between the appearance of A1, A2, and A3. Technology A might appear before or after technology B, but a ship variant that used both technologies wouldn't appear until both had been developed. You wouldn't want changes to come at such a fast clip that the ground would always change radically before the player was able to figure out a winning strategy for a bit, but you'd get regular doses of unpredictability. The long-range railgun that let you dominate for a while the first time you played might show up too late to matter the second time, and the massive barrages of missiles that led you to invest in PD cannons early in your second run-through might be a lesser threat than fast corvettes with anti-armor beam weapons the third time. Sometimes the slow-firing Heavy BlastoCannon would be available before the rapid-fire Light BlastoCannon, and sometimes the reverse. The Belligerati League might field ships with Rhinoplate bioarmor before or after they develop Bipolar Mindshields. And so on.
To spice things up, you could add spaceports and hyperspace routes that appear and disappear based on R operators, bar news items that announce the appearance of new tech in far-away places (finally, a real reason to check the news!), technologies only available for sale after you captured ships that had them, local tourneys and other events that occur annually in certain months, "ship maintenance" ranks that give the player negative income so he's always hungry for money, a backstory about something like the Age of Revelations, when the encryption systems of fragmentary ancient archives found throughout known space were cracked and teams of philologist-engineers everywhere raced to produce wildly divergent inventions based on their discoveries.... But all of that would be gravy, and too much might negate the benefit of the random-order-tech system as a relatively quick way to produce an enjoyable and new EV experience without writing lengthy strings of storyline missions.
I offer this up to all of you; there's no reason why any one person should monopolize an idea of this sort. I don't think I'll be using this myself, anyway: SFA needs lots of things to be deterministic to match the Star Trek timeline, and my other project.... Well, let's just say that it's going a different way.