I already put I thing out on the forums about a campaign. Right now it's on hold but the first mission is about a third to halfway done and is longer in scripting than hamachi sector. Because of this the project is on hold.
I am glad however to see someone else promising something similar. In my original post I had asked what people wanted to see in terms of a campaign. The first major response was choice and the second was missions other than pure combat ones. So overall this makes it rather difficult to make said campaign. If you still plan to do this however I will explain the conundrum I reached ( if you don't want to read my babble you can be done).
Problems with campaigns. The problem with an artemis campaign is mostly the story. If you want to maintain interest you need a strong story to follow with interesting missions. The problem is that artemis is combat focused. There isn't a lot you can do in terms of communications, negotiations, etc. they all can be scripted but it gets really difficult as artemis wasn't really made to handle such. Then you run into the second problem. Which is playability. A campaign will be long and if you manage to add these other components like negotiations players get bored. If comms is doing everything because the mission is diplomatic then weapons will be really bored. But if you make a combat based mission there is only so much comms can do. They can order allied ships but one they are all in location they run out of jobs to do (besides surrenders). If you try to do a mix science will finish scanning and be bored. The real problem though is in length. In a short mission none of this happens. 30 minutes and under there is plenty of action for everyone but once the necessities of moving ships and scanning stuff is done people get bored really fast. But any good mission will tell a good story which lasts longer than that time period. So you will have to manage story arc and keeping people interested for long periods for a campaign. Only several missions that I have played did that and to make a campaign of them would be difficult.
The other major problem is choice. People in artemis want choice that's what the games about. How will you deal with these guys how to fight them etc. which normally wouldn't be a big deal. But in a campaign this means you have to engineer multiple outcomes. Now you can be cheesy and give them options. Like take 500 energy or take 2 nukes. But stuff like that is pretty stupid and doesn't really give them story choices. Now you can ignore the people and make linear missions but something beyond that would be way cooler. My first mission that is on delay has five separate possible endings based on your actions. You can lose the mission but only if you are a fool. However some outcomes are rather undesirable(Court marshal) while others are far better. You however need to decide that before you start and plot the missions like so because if you choose to have an expanding story arc you will need to make multiple missions for each one pervious. I recommend this as long as you limit yourself. Meaning that each mission has two outcomes that have two outcomes. Then do like five missions. Every year you could do a short campaign like that.
Ok rambling done. That may have sounded really pessimistic but it is not. I just wanted you to be aware of the trouble ahead. I of course am quite willing to help. I even have a campaign written out. A linear one as I planed to do that then divide it into a multiple choice campaign. I will also help with beta testing and canon development (got some ideas there) I am not much of a scripted. Gots buddies who work with me on it but I can ask them if they are interested.
Also typed this on phone. Sorry for all grammar errors.
To Mankind
And the hope that the war against folly may someday be won, after all
Isaac Asimov