After playing most of the big campaigns i made up some concepts/thoughts for technologies, that might be developed, and for some kind of a campaign. Feel free to use/implement if u find it interesting (or criticize it)
Campaign Concept:
Deep Space Exploration program, which was set up by SOC after the Capella destruction.
Well, it's the basic concept. After some time of developing new technologies (especially stealth techs, reactors and engines) SOC sets up small deep space exploration unit. It consists of a flagship (Probably custom-built light destroyer, with good firepower, speed, but low armor) several frigates, tuned for hosting science projects, but still able to act as combat unit and supplementary fighters.
, AWACS ship (once again, IMHO, this should be a Corvette/Frigate, to be not that easy to kill)
Probably this should go into Blueplanet continuity and work in parallel to construction of Knossos portal. This fleet is launched (begins to travel through uncharted nodes) the same time fleet from AoA goes for Sol.
Why would someone send such a unit for exploration?
Well, there could me multiple reasons:
1. To be sure, that there are no new Shivan armada, sitting next door.
2. To develop some new techs, away from populated space, as some of them might pose risk for population.
3. To find new systems, as loosing Capella severely damaged economy, so new resources would be very good.
4. Probably discover new fissionable materials.
5. Look for Ancient artifacts.
And of course, during the campaign this unit meets some shivans, develop new tech and so on.
Some missions could be set around:
1. gathering resources.
2. testing jumpdrives/new techs.
3. surgical strikes at shivan installations.
4. artifact recovery.
5. Stealth movement.
And pretty much everything else.
As for the possible technological advancements, that could be made, during this campaign (i know, this might not fit into blueplanet, though it depends on length of such exploration mission):
1. Upgraded capital ship jump drives. With those they might use a jump node being at some distance from the node itself, and exit from the node at some distance. This will be critical technology for success of this exploration unit, so should be introduced early (and of course, first test must fail).
2. Upgraded capital ship reactors. For better weaponry-power and faster jump drive recharge. This might be achieved by using some new fissionable materials. (i'm not sure if thermonuclear reactors exist in freespace canon world, afair there were no, so better reactors might be thermonuclear)
3. Wireless energy transmission technology. So fighters/bombers that are operating in close range to a capital ship get power boost for their reactors.
4. Capital ship shielding technology. With some thought put into it this might prove useful, but it must have limitations, like: there can be only 2 of 3 systems operational: weapons, engine, shielding. Also, shields should be achieved through real shielding, and not through special flag adjustments.
5. (probably most strange thing, but wtf, it's a concept) A subspace ship, like a submarine in nowadays navy, but for subspace. As seen in Blueplanet WiH - there are subspace missile, so why not a subspace warship? With some thoughts, limitations and other things - it might be an awesome thing. Or might be not.
Well, those are rough concepts.
I should note, that thoughts were inspired by some of existing campaigns (blueplanet, derelict, revenge, PI), science-fiction films (like Battlestar Galatica) and may be smth more.
As for the ending - i don't really know. This might end in a sad way: this deep space exploration unit never returns.