Mission ideas
General notes
Missions should be politically motivated (as opposed to militaristically motivated?) - the major factions (i.e. megacorps) want to ensure their survival, they're not after all-out war. However they still want to gain the upper hand in situations and hinder/eliminate their competition, so there's lots of deception, misinformation, pulling of strings, etc. ala GITS.
Therefore the megacorps hire the player to do stuff behind the scenes, out of the public's eye (they may be in control of the city, but their control over the media and public opinion isn't absolute). They will try to play the other factions off against each other, or perform activities that will result in personal gain, as long as they aren't made out to be the bad guys or they put their own survival on the line.
The player's performance in missions (win/lose) will potentially affect faction growth/territory on the map.
The factions will try to get hold of stuff (rediscovered nuke silo, etc.) just so the other factions can't use it - essentially a cold war scenario.
Named missions
End of the Line
A train (containing something important?) has been stolen, you need to follow the train tracks and get it back. Lots of baddies at the end for you to kill.
Bite the hand that bleeds
Person A has taken a blow to their position of power (via an event which person B had no involvement with); person B (who has been oppressed by person A?) sees this as an opportunity to strike out and eliminate person A/take over their domain. Your job is to protect person A? Or to help person B? Or are you able to choose your own side? What are the different effects of siding with the different people? etc.
Down to One, Down to None
Two (back-to-back?) missions where one group (the group you are working for?) are getting systematically wiped out, and are making their last stand(s).
All are gone/All but one/Countdown to extinction
Counterparts to Down to One, Down to None where you are on the attacking side.
Unnamed missions
- A mission where the player has to retrieve something important (nuke?) from an abandoned city, before another corp is able to get it (i.e. he will meet those corp members along the way). The catch is that no-one knows the city is full of zombies/terminators...
- Wider faction arc thing: One group that the player is involved with gets beaten down, and has to go into hiding, or has their HQ destroyed, etc. They then later return, but in a diminished state - pockets of survivors still loyal to their cause, trying to rebuild their base of operations.
- "You want to get into the city? It'll cost ya. There's a bunch of bandits that keep raiding our camp. Get rid of them for us and we'll tell you where the entrance to the city is. And besides, if you can't do this simple task for us, you won't stand a chance when you reach the first security checkpoint inside the city."
- Mission to gain illegal entry to a city by rail - a tribe offers the player a transmitter which will open the railway gates in the city wall when he gets close enough to them. Would need a hovercar to safely drive along the (elevated) rail line. If the player doesn't want to complete the mission, he could try driving along just infront/behind of a train, thus piggybacking on the train's signal - but presumably this would be significantly more dangerous and/or require a very fast car. Perhaps the trains are only outgoing along the accessible line, to make it impossible to get inside the city before the train comes through and wrecks the player's car?
TODO:
MUST-DOCS: LONG: More mission ideas, flesh them out, tie down to factions, etc.
MUST-CODE: LONG: Implement them all!
???
Profit!