sigh, yes all things that have been hashed out here before.
Your initial post set my off on a brainstorm however for scale. Essentially we start with just 10-12 planets, and they will be either New Republic, Imperial, or Neutral worlds.
Players don't control the worlds, they instead control assets on the worlds.
There are two types of assets: military facilities and financial/influence facilities.
Financial/influence facilities are fixed and when destroyed auto regenerate after a certain time. These facilities generate credits every day that are accumulated on site, and auto-deposited at the end of the financial term (30 to 90 days say).
Military facilities are essentially production facilities that give the player resources/bonuses and can be destroyed.
There are space battles, on a specific grid.
There are ground battles, around a specific facility. There is a limited 'cross-pollenating' between facility units -- you can't send troops from Facility A to Facility B when it is under attack, but you could from support ships in orbit, say.
Military Facility examples:
- Munitions Dump (free restocking of warheads, free repairs of damaged SF onboard their motherships in system)
- Imperial Garrison (free restocking of troops, starfighters, GAVs -- from the standard load outs that come to these units, units taken to resupply a ship auto-regenerate 30-days later).
- Financial Hub (takes deposits of credits...)
Financial Facilities
- Governors Palace
- Space Port
- Mining Outpost
- Agricultural Complex
- etc...
As credits accumulate *on site* at the units that produce them, they can be raided at any time. A player can 'sack' the facility by taking it over, loading those credits on to his ships, and taking them to a Financial Hub facility to deposit them.
A player could collect their own credits and manually transfer them at any time, too, if they don't want ot wait til the auto-deposit at the end of 30 days, and to keep their money less exposed.
The fleet sizes would be small -- I was thinking like SW Armada starter sets... Imperial gets a VSD, 1 TIE/F, 1 TIE/B, some troops and GAVs onboard, 1 financial Hub, 1 other financial facility, etc. Rebel player has a Neb, Corv, 1 X/W, a GR75 with troops, or something.
You would win influence points for sacking enemy facilities and stuff. You invest those points to either acquire new Financial Facilities on worlds (yoru influence in the empire has grown, you have more resources, for example) or invest htem into characters, which allow you to command a larger number of units in the field. Credits are used to buy new ships (supplied by 'the empire' when you buy them) or to upgrade units (like TIE/F to TIE/I) and stuff like that...
Anyway, that was the idea. But getting something working that is fun in combat with just that small number of units, is tough. Without dice.