Your idea is hardly worthy of our attention without further clarification.
Aww why you gota be flingin' Molotov cocktails at my tent? SO kind of you to represent the sentaments of HLP Mr. Ambassador. It saves me the trouble of going to the worms directly. Here you are grand ambassador to HLP, I am going to lay down my entire idea to be tarred and feathered.
Here was the general idea for the campaign storyline:
Act 1
You are a low level scout fighter pilot, a loyal member one of the factions (a more descriptive name would be assigned) started by a root colony many ages ago. Your faction consists of a frigate sized ship, several non combat vessels, two wings of scout fighters and a wing of gunships (heavy fighters). Your faction does not have subspace capabilities. The campaign starts you off learning the ropes of a scout pilot and immersing yourself in the activities of your faction. They move in search of resources, but guard against other factions who seek resources or simply to commandeer some extra ships. There are power plays, alliances, trading and all that, but very rarely are all out battles made. Each faction is very much interested in survival above all else. Think about it like animals in the jungle. One might drive another off from food because that one is bigger, but rarely is the small one desperate enough to fight to the death for that food. You move along in cryo sleep, being deployed as recon to deliver first warnings to the main ship.
A few things I had in mind in this act were:
Driving off a small band of raiders
Forming and calling upon an alliance to drive off a larger more military centered faction.
Discovering strange activity in the local area, including derelict hulks annihilated.
Getting the upper hand on a weaker and resource rich base. An attack gives your faction much needed supplies etc.
Your exploits allow you to be transferred to the esteemed gunship squadron, replacing a former rival.
Act 2
Your recon activity had discovered some disturbing wakes of destruction on a massive scale. Whole base clusters wrecked by an unknown force. You begin to break previously handled political barriers to communicate with other factions to understand where the threat is coming from. Eventually, you find a detachment of these attackers who enter the scene using subspace. In the next mission or so your faction formulates an alliance with other local factions to find a way to counter these ships. In one of the encounters you act quickly and manage to disable one of them. A local faction reverse engineer's the technology to discover subspace capability which is placed upon all large vessles.
Act 3
At this point your faction's root colony descendents are more or less united, but the enemy remains a mystery. The enemy in my mind would take the form of robots, or some kind of mass drone fleet, something like that. They don't have to be robots though, I just thought it would be scary that way since robots don't have souls.
Your faction believes that subspace will allow rapid transit to other last reported locations of root colonies to explore the source of the menace. You explore different root colonies, each with radically different cultures, customs systems of government, technologies, etc. Each one has a unique issue which much be resolved. The ideas here are a bit flaky, but I was thinking of your typical unification scenarios.
Some ideas I had included:
A root colony in the midst of civil war where your root colony is forced to pick a side.. The one who joins you gives you their flavor of technology.
A root colony which is united and immediately joins your root colonies' cause in exchange for assistance against the mysterious enemy.
A root colony which is divided and devastated yet the survivors join your cause in exchange for subspace technology.
With the more widespread forces, the united colony forces are more or less able to trace the subspace signatures to earth.
Act 4
The source of the attacks come from earth, an old place thought to have been extinct though overpopulation. You know at this point that the united force must move against earth, and discover its motives. The next series of missions gives you more and more insight as to the nature of the earthborn enemy and why it wishes to fight. You find that the robots are remote controlled from local control ships which used far more advanced technology than any colony forces. You discover that these forces are commanded by a single renegade admiral bent on taking advantage of the colonization opportunities offered by their new subspace technology. Earth, given its distance and lack of communication, views the colony worlds as 'subhuman' and an obstacle in the way of more resources for the Sol system. I would also imagine that races would look differently at this point depending on which root colony they originated from.
I had one of two ideas for how this campaign would end:
Idea 1: The colony forces fight to get within communication range, or perhaps to surpass jamming range, and appeal to the better side of the Earth government. Perhaps there would be political entities against expansionist policy.
Idea2: The colony forces conduct hit and run attacks to deal as much damage to the Sol system as possible to encourage them to never to engage in military operations outside the sol system again.