I know it's a bit closer to a Star Wars scroll by, but in many ways, the situation in Star Trek is as dire as anything in Star Wars, and there are more than two factions involved. We discussed the idea I'm about to explain a couple years back, but it never really got off the ground, but it's quite likely that the current make-up of the fleet would be well-adjusted to this event. So, without further ado, I present to you, "Galactic Conquest."
Spoiler: The Current State of AffairsShow

Galactic Conquest Rules
Each sector on the galaxy map is open for invasion, and each sector provides resources to maintain the security
of the territory. Each faction begins with a set territory, and starting conditions within their territory, and then the game becomes more fluid.
There are three potential phases to a match when a system is fully under a faction's control.
1) Breach the System Defences - The attacking force must win a space victory here to move on to step 2. Victory
for the defenders routs the invading force, and ends the push for this round.
2) Planetary Blockade - A battle is fought for control of the skies above the planets within the system. Victory for the defenders means they can launch a counter-offensive to re-establish the system's outer defences.
3) Planetary Invasion/Re-establish Outer Defences - If the attackers have been successful to this point, they may push the invasion and attempt to take the planet. A ground victory means the system changes factions. If the defenders have succeeded in step two, then this stage is a final space battle to try and remove the attackers from the system. Failure means the system is contested, and a percentage of supplies shipped from this system will be lost to raids from the invading faction.
The battle progression can be understood by thinking of the following flow charts, which show the battle as a tug of war over the system.
Attackers: 1 > 2 > 3
Defenders: 3 > 2 > 1
Special Conditions:
Contested - The space in a system is plagued by raiding parties, and trade is hindered by 50%. Invaders can skip step 1 if they press the attack on this system.
Blockaded - There is a successful blockade around the major planets within the system. Trade cannot occur, and supplies cannot go to or from the blockaded world. If a blockade causes a planet's resources to diminish too far, then the population may rebel against the current controlling faction, and it will default to the invaders.
Rebellion - A population may rebel against their controlling faction. If this occurs while the controlling faction has control of the space around the planet, then the invaders can take the system without a planetary
invasion. If this occurs while invaders have a blockade in place, the system falls to the invaders.
Resources:
Each system provides resources in the form of energy credits, and the credits must then be spent on specific supplies that are used in the taking and defending of a system. Capital systems provide 1000 credits each, while all others provide 500; this is on a weekly basis. Resource costs are those listen in the in-game browser.
To make a stage 1 attack costs 1 astrometric probe, and 1 communications array. (900 credits).
To make a stage 2 attack costs 1 shield generator and 1 warp coil (1350 credits).
To make a stage 3 attack costs 5 medical supplies, and 5 provisions (1500 credits).
This makes a total cost of 3750 for a full invasion.
For the defenders to press the attack if they win a stage 2 battle the cost is 1 astrometric probe, and 1 communications array. (900 credits).
Likewise, to go on the offensive after winning a stage 3 battle, the cost is 1 shield generator and 1 warp coil (1350 credits)
To successfully rebuild a planet after an invasion will cost 1 terraforming system, 1 weather control system, 1 water purification system, 1 shield generator, 5 medical supplies, and 5 provisions. (5050 credits) (A total of 8800 credits if the planet is taken and repaired in one round) A planet that is not repaired after an invasion will begin at -10 allegiance, and may simply rebel against the ones who invaded/liberated them if they are unhappy about the new state of affairs. If the planet is repaired the planet will have 0 allegiance, and gain 1 for each week of stable living with proper provisions.
Provisions - Each system has a steady supply of provisions, allowing them to maintain a total of 2 units of provisions. Being contested reduces a system's provision recovery by half. Meaning they only recover 1 provision every other week. This means that when a system is contested, the populace feels it, and may begin to become unruly if it goes on too long, or if provisions aren't supplied by the faction out of pocket. (Blockade runner RP anyone?) If provisions reach zero, then each week the system will lose 1 allegiance point. So a system with 2 weeks provisions that becomes contested will have steady provisions for 4 weeks, and then every other week after that. For each week without provisions, the system will lose 1 allegiance.
Allegiance - Allegiance is a number from -10 to 10, with 10 being loyal, and -10 being on the brink of rebellion. Each week that a system's allegiance is less than 0, there will be a d20 roll to see if rebellion breaks out. The chance for rebellion is the result of the dice roll plus the Allegiance score. The first week, a 1 would be required. The second week a 1-2, and so on. At -10, there is a 50% chance of rebellion every week. A diplomatic RP mission can be dispatched to improve these odds. Likewise, the controlling faction can attempt to prevent the rebellion through diplomacy (or force) as well.
Obviously, the system is meant to be costly if a side is constantly on the offensive, and prohibitive if the side loses too much territory for too long.