Personally, I'd like a combination of Armada and X-Wing for space combat, with RPG elements for ground SLs & combat.
1. Let's say the Galactic Empire is building a Planet Defender Turbolaser at some system.
2. Rebel Command catches wind of this, decides to organize a strike task force to sabotage/destroy the PDTL. Space: supplies and shipment convoy for the PDTL can be hit, Ground: the actual construction site can be hit too.
3. We, as the player community (PC), will "play the part" of either Rebel Forces or Galactic Empire, or find some way for our characters to be involved in either side (i.e. an independent bounty hunter could work as a "private contractor" for GE security, etc.).
That kind of scenario is combat-driven, but there are some elements that we as the PC need to fill in the RPG/Story gaps such as: what system is the PDTL at? Why are they building it? Who's behind it? How will the construction or destruction of the PDTL impact the larger campaign? Particularly, if we use an Influence-based point system to keep track of the balance of power, then this scenario will impact the end goal of winning over a sector for instance.
Sorry you can't view the GCWIII boards. We decided to go with a prequel based game for Chapter 3 that is a Sandbox Honor Sim. "Rise of the Empire" is set in 9 BBY. The Rebel Alliance hasn't formally been made, but inklings of a greater insurgency are beginning to take shape.
Alternatively, there is also talk of a GCW: Lost Campaigns: Seswenna Sector game...
The idea is that we go back to a Yavin-era GCW game with simple specs, smaller scale, more complex combat (if you read the back history of this thread, you'll see).
By limiting it to the Seswenna Sector, we don't have to worry about macro-management and other things associated with traditional big-game simming. At most, an entire Imperial Sector Fleet will be at the disposal of the GE, but a common scenario would be more like a VSD vs NEB+CORV, to take a page out of Armada.
We go hardcore on hexgrid, with firing arcs and everything (000, 045, 135, 180, 225, 315). (On that note, I would prefer that ships have designated firings arcs, and all weapons can be slewed to those arcs, rather than weapons having their own arcs, just to simplify things). ISD would for instance be 000, 045, and 315 (basically everything in front of it), whereas smaller ships would be more expansive. This is just like X-Wing, so the mechanics would be easy to translate into our game.
Because scale is small, we can customize ships for special purposes (for instance, a VSD without CMs but more TLs/ions, like a mini-ISD; or a VSD converted into a VEC, etc.).
Those are my ideas.