Here's another snippet, this time listing off the missions. This is in a different post due to the fact it's taking forever for all of the text to be in one post-
New Mission Ideas:
Part One - Beta Cygni
>> Tioga District, (Beta Cygni capitol)
Setting: A dense collection of buildings occupied by civilians and CDF alike
Objective: Find CDF field outpost in the Tioga District
Find Stolen Munnitions and Supplies
Overview:
Enemies: CDF
Difficulty: Easy
>> Capitol District, (Beta Cygni capitol)
Setting: Large numbers of government buildings permeated with rioters and CDF militia men
Objective: Assassinate CDF Colonel Blochmann
Help GTA Marines secure the area
Overview: All CDF operations in and around the capitol city have been coordinated by one man: Colonel Samuel Blochmann. Normally one would expect CDF forces to be ejected from the capitol quickly and without question, however Blochmann is not only an excellent strategist, but he also seems to have access to advanced intelligence from sources that are still unknown. Several hours following your incursion into the Tioga District more rioting erupted near the city center and CDF forces under Blochmann's control have capitalized on the situation by attacking GTA marines attempting to contain the civil unrest. Sniper fire is starting to become heavy and the environment makes it difficult to pick the enemy out on the ground or in the air. We believe Colonel Blochmann is in the immediate vicinity after decrypting and examining much of the radio communication currently taking place. Your task is to seek out Blochmann at his suspected location and kill him. Also be certain to provide as much support for the marines as possible by eliminating snipers and other attackers.
Enemies: CDF, angry civilians
Difficulty: Medium
>> CDF Outpost (56km W of capitol)
Setting: A small but well armed outpost
Objective: Rescue Senator Dekarske
Overview:
Enemies: CDF
Difficulty: Medium
>> CDF Base Prime (86km NW of capitol)
Setting: A mid-sized base consisting of tents and numerous tunnels/caves
Objective: Infiltrate Base and Steal Strategic Information
Call Down Orbital Strike on Base (BIG Boom)
Overview:
Enemies: CDF
Difficulty: Medium
Part Two - Ribos
>> Tombaugh Station
Setting: Tombaugh Station and it's scaffold
Objectives: Acquire Debriefing
*Capture SOC Operative
Overview: Arriving from a Xanthas into the docking bay at Tombaugh, the player sees workers still finishing the bay and attempting to get it fully functional. The player is then escorted to see Gregory Hollis, commander of the GTI. The marines comment on how much of an honor this must be. Several walkways and trams within the station show the half-under construction station at it's fullest. After the ride is done, in one of the hallways Snipes yells out and talks, the Marines begin to get irritated as they're not paid by the hour and Hollis still wants to see the player. Then a man walks by in the hallway and Snipes recognizes him from Beta Cygni, when trying to ask, he runs away. Snipes and the player give chase. This leads through an airlock onto the scaffold where the GTA Galatea is being completed. Small worker drones can be seen, and the chase goes into the Galatea itself, with technicians frantic as they see the men chasing down the corridors. Aboard the Galatea he is cornered between the player, Snipes, and the security teams. The officer spills his guts to Hollis on an abandoned facility used by Grier in Antares, now destroyed by the Vasudans. Hollis congradulates Snipes and the player and asks them to personally head the investigation and also to disrupt any other operations of Grier's in Antares.
Enemies: SOC Operative
Difficulty: Medium
Part Three "Devil's Advocate" - Antares
>> Vasudan Freighter
Setting: Vasudan Ma'at class transport PVFR Khons
Objectives: Infiltrate Freighter's Upper Decks
Eliminate Crew
Defend GTI Linguist (Dr. Baugh)
Overview: In order to reach an abandoned GTI base used by Grier's forces, a Vasudan ship with current IFF codes must be seized. With full cooperation of the 3rd squadron from the GTD Intrepid, the player boards a Vasudan freighter designated the Khons as it resupplies at a cargo depot deep in Vasudan held territory. Communications will be jammed during the operation to avoid suspicion by Vasudan High Command. As the player is fighting, Apollo space superiority fighters are attacking Anubis fighters. Simiarly before the transport docks the Apollos have disrupted the external subsystems of the freighter. As the transport docks, the pilots make witty remarks, and then the Elysium docks onto the hull with a thud and a rattle. Welding can be heard, and then the pilots do a countdown before opening the hatch. At that moment several Vasudans try to rush into the transport, blasted by the player. The Ma'at lacks artificial gravity, so this makes combat especially difficult between the close quarters and low friction. There are only four decks on the vessel, and there are two cargo bays which are both pods. Each of the hallways on the tops and bottoms have yellowish gas venting in, though it's an oxygen atmosphere. The lighting is also yellowish, with flashing red for an alert. Similarly, Vasudan speech can be heard over the intercomm, signalling the player's position on the ship. If the player enters a bay, Vasudans ambush and the area is depressurized and jettisoned into space. There is a thirty second time period before the cargo pod is jettisoned. As the player moves through decks, certain hull regions get depressurized and the blast doors close. There are vents though, and though these have blast doors, there are small override buttons for pressure release, these are large enough for a person to crawl through and to enter the next region. Explosive weapons aren't allowed as they would puncture the hull and make damage to the transport visible. After the bridge is secured, the player calls for the transport to bring in the linguist so they can take control of the transport, as soon as the linguist arrives, the decks get hot with combat and even more Vasudans were on the ship then believed possible, all fully armed. Once the transport is finally secured, the mission is over and more personnel transfer over.
Enemies: Vasudan Marines, Vasudan Command Staff
Difficulty: Medium
>> Antares VIII Outpost Ruins
Setting: Ruins of Grier-Loyal GTI outpost
Objectives: Find Data Core
Extract Information
Overview: Using the captured PVFR Khon, a team can travel to the planet of Antares VIII which was recently bombarded by the Vasudans. The surface for tens of kilometers in a radius from the base is a pitted waste from the bombardment, smog and low clouds and dust blur the hot morning sun. What is left of the outpost is a twisted hulk, creeking and slowly falling apart. Investigation finds many corpses and access to the lower base. The lower regions are dark, and still warm to the touch with the metal giving off steam. Vasudans land nearby, investigating the transport and the base, a few patrols are engaged as they enter the ruins while the player and allies go deeper. Yarrows is found in the debris, and is escorted back to the transport. She talks a little about project Phantom, as well as about a convoy. The transport is then attacked by Vasudans in orbit, it manages to make the jump but with critical damage. Fearing the hull collapsing, the vessel jumps out in orbit of Antares VI. Guidance control fails, and the ship plummets to the surface.
Enemies: Vasudan Marines
Difficulty: Medium
>> Antares VI GTI Outpost
Setting: Small GTI (Grier's) outpost
Objectives: Infiltrate Base and Find Location of GTI Convoy to Beta Cygni
Draw Portion of Convoy Escort Away with False Distress Signal
Reveal Convoy Location to the Vasudan Navy
Overview: The Khon's crash was a violent one, digging a mile long trench in a glacier. Friction melted a lake at the impact site, and the ship has been sinking. The ship at mission start is vertical, water has filled many decks and pressure doors are closing let alone all of the stress the hull has been under. An escape must be made. One the player escapes with the others, they notice the massive trench and lake formed. Snowflakes are falling from the bright sky, and a massive storm has just ended. A path out from the canyon reaches a hill, some large lights that must have been scouring the area last night can be seen, no one is sure how long they were unconcious. Yarrow cannot be found anywhere. The player makes his way up, tents and marines with some vehicles are at this camp investigating the crash. Once eliminated, one of the vehicles on a road leads to the GTI base. Snipes using the base equipment picks up odd radio singals nearby, the storm as it is was too heavy to gain any clear idea on what it's from. The road does lead to the disturbance. Snipes also uses the equipment to call the Intrepid for backup. Two Marines without their weapons taking a walk are out on the cold road, both panic as they see the vehicle not being driven by one of their friends. After the marines surrender and are handled by another, the base is in sight. Two turrets defend the base, Snipes hops into one of the vehicles and notes a cliff recently formed by ice over one of the turrets, he asks for some decoy fire from them as he plants explosives. He moves in and detonates the explosives as the player does decoy duty. With one turret down, a base flank is exposed, Snipes keeps the soldiers on the outside occupied and the player enters the base. GTI marines man various stations in the small base, after some fighting they are removed and access to the comm center is gained. The mission objectives are then completed and more GTI marines arrive as the Intrepid is called for backup with the base's higher power comm array. Fighting gets somewhat intense, and then an enemy Xanthas appears out of nowhere only to be shot down by the Intrepid's reinforcements.
Enemies: GTI
Difficulty: Medium
Part Four - Beta Aquilae
>> Isolationist Village
Setting: Maurius Spaceport and New Baoij (Beta Aquilae Prime)
Objectives: Eliminate the Traitor
Overview: A GTI officer has been feeding information to Grier-loyal forces. He has been tracked to the Beta Aquilae system. Also intelligence has stated that an important GTI shipment with high-ranking personnel will arrive shortly at Betaq, the traitor must be eliminated before he can make contact with these people. Starting at a military spaceport at the outskirts of the city, it is easily noticed that Aquilae Prime is a planet with dense jungles and high rainfall. GTA marines when asked and shown a picture know that the man frequented the main concourse. As the player steps out into it, a small merchant finds the player after he asks some questions to various people, he is eager to say that a small isolationist village is where the man currently is, he also asks the player to check his wares. If the player investigates such as going through the ventalation system, in the back room of the man's shop is an unconcious body. The player can wake up this person, who turns out to be the real shopkeep, the imposter vanishes and overall the player still wants to investigate the village since it's his only lead despite being a trap, the real question is still what is going on. A small tramway leads out of the town through the jungle only a short distance from the village. Very few people are on the tram, and most are tourists who want a view at these people who have tried to live a "simpler life." When at the village, stealth is needed, despite the heavy rainfall and fact that the village is built over a lake, there are many civilians who can give away the player's position. The actual journey into the village itself is also different then that of the tourists, the player takes a side path to avoid detection. The traitor himself is near the center of the town, speaking with some villagers and begins making his way to his small home at the edge of the town for sleep. The player needs to sneak through town, not raising any alarm, kill the traitor, and dispose of his body. A perfect place to dispose of it is the water right under his home. As soon as the body is dropped, footsteps are heard above, a villager has walked into the man's home. Sounds of a gun being pulled out, and then a voice on a radio, "He's here!" can be heard. GTA marines then pour out of the water, surrounding the village. All of the sudden a projectile from the sky explodes and forms a massive crater at the village enterance, blocking access to the tram track a kilometer away. Marines yell that more torpedoes are inbound from orbit and to take cover, and the civilians panic. There is a small cave however, and some of the marines make a run for it, so should the player. There is a time limit, and once the player reaches the small cavern which is closed in and with a small cliff overhead as well as once the time limit is out, the second bomb impacts. The cavern mouth closes, trapping the player and marines in it, the mission ends.
Enemies: Traitor, GTA marines
Difficulty: Medium
>> Return Engagement
Setting: Cavern near ruins of New Baoij
Objectives: Escape
Overview: The player is with some of the GTA marines who managed to get to the cave for cover. One of the marines is thankful the blast didn't kill them, he mentions something about a GTI officer who went rogue in the town and was threatening to kill the senators coming in. The officer then says that they've been tight-lipped about why they're coming expect to prepare security for them. Sounds are heard of boulders settling, and then a quake breaks one of the cave walls. The isolationist village a long time ago was a mining camp for the early GTA. Moving through the caverns there is broken equipment and the power is clearly out. The player must navigate through the mine, still suffering from tremors and turn on the old nuclear power core which is still intact. When taking the elevator to the surface, it then fails and begins to fall to it's bottom, which could easily kill the player. The emergency ladders are then taken, and many are broken and twisted. However the power being on allows the elevator to get higher, where there are ladders which can be used, in the starting levels of the mines the elevators are broken. After the ladders are taken to the top, another tremor hits, and they collapse, the way to the surface is hazardous and when breaking through the old rusted main doors, the player is welcomed by the sight of some areas of forest near the crater which was the village now being on fire. GTA marines are cutting down trees to clear an area to contain the fire, one of them spots the player and wonders what SOC is doing in the area, especially after giving the insane orders to level the village. The man spits and also compains how SOC makes their lives harder, but he can be better then SOC by offering the player use of their facilities. Taking a transport back to the city, the mission ends.
Enemies: Hazardous Environment
Difficulty: Medium
>> Spaceport
Setting: Maurius Spaceport
Objectives: Investigate GTI Activity at Maurius
*Take transport to Delta Serpentis
Overview: As the transport lands, the marines are eager to get off duty after the fiasco. One of the marines at the door to the airlock into the spaceport says it's quarantined, the marines just off duty are irritated and being arguing with his orders. The player sneaks out through a vent. From the vent the barracks can be seen and heard, the marines are irritated and being locked in due to the quarantine, and mention something about cargo being shipped in. Working further through the base, the player sees cargo being unloaded from transports, some odd sounds are coming from some of the cargo. Further down, the player arrives at the main concourse, at the far end of a room where several GTA senators are speaking with Grier on funds of a 'Project Phantom' and Grier leaves the room to bring in the examples. The SOC officers keep a close eye on the senators. Among the senators is Dekarse. Moving through the vents, you move near a duct by Dekarse who coughs and says he needs to use the restroom, he eyes the vent as a sure sign he sees you as he moves to the restroom. Moving further through the vent system, the player reaches the bathroom where he talks with Dekarse. The senator doesn't know much, but he was contacted after being rescued by you from the CDF by Grier on 'Project Phantom' since clearly Dekarse has a vested interest in stopping future rebellions. Dekarse says to meet him at Delta Serpentis, he can give details on 'Phantom' then. He knows one of the cargo transports is headed for Serpentis, and suggests you hitch a ride. The door opens and an SOC officer steps in, the player has just enough time to sneak back into the vent, when the officer asks why Dekarse was taking so much time. When moving through the vents, the player sees several cargo bays, and must work through a series of vents and the rooms themselves to make their way to the bay with the transport headed to Delta Serpentis without being detected. At the Serpentis bay, in the vent over it, a man in a GTI officer's uniform inspects the transport, he then looks at the player, smiles, and walks away. (This man is Javier) The player then sneaks into the cargo transport, and the mission ends.
Enemies: SOC Blackops
Difficulty: Medium
Part Five - Delta Serpentis
>> Old Barsoom Spaceport (65 miles East from the Capitol City) (Delta Serpentis IV)
Setting: Small spaceport with a barracks nearby, in a small sandy canyon near the Sea of Vespers, night time.
Objectives: Reach the Delta Serpentis Capitol
Overview: The cargo transport which the player stowed away in during the last mission does not land at the Delta Serpentis intersystem spaceport, instead a small spaceport used by the GTI. The pilot checks the cargo and turns on the player, and GTI blackops storm the transport. The hatch is locked and access is in the cockpit player sneaks arround and from the cockpit of the transport notices tents and floodlights. The area is used as a staging ground for the GTI under Grier. The ocean can be heard clearly, and the two moons in the sky are casting full light. There is also light to the east, the massive halo of the capital city's lights. Javier is also talking with the GTI marines. As the player works his way back to the hatch to exit and escape, the transport's landing pad is lowered and enters the undergound GTI supply complex. Heavilly outgunned, an escape is possible through the ventillation shafts. The vents go through a few rooms and conversations can be heard about an intruder, places on alert, troops can be seen moving. The vents exit to the outside, and from there a small village is nearby. The main feature of this suburb is the tramway station in it's center. The player sneaks through the suburb and stows away on the tram in a position where he can view the passenger compartment. As the train starts moving for the capital, it's pulled over by a GTI group in the middle of nowhere. This group has some vehicles, and the player must evade and acquire one. As the player leaves to acquire one, he hears a familiar female voice (Yarrows) yelling "Stop!" who is rushing from the train to reach the player, but doesn't arrive in time. Driving In the distance she can be seen calling for backup over the radio, yelling "Get those Xanthas airborne!". As the player drives he must go down a canyon as the tram tracks are blockaded, the player takes the same route it appears the GTI officers did. Escaping from the troopers, two dropships then attempt to gun his vehicle down, and it escapes into a tunnel at the side of the costal canyons. This tunnel abruptly ends, but a side walkways leads through to a second tunnel with a utility tram. Entering this utility tram, the player switches into civilian clothes.
Enemies: GTI blackops GTA marines, later local police forces
Difficulty: Medium
>> Czernda District, Capitol City (Delta Serpentis IV)
Setting: A high class, trendy sector of the Delta Serpentis capitol
Objectives: Contact Senator Dekarse
Overview: Senator Dekarse has decided to meet the player to discuss what he has learned of project Phantom. After inspecting it's facilities he has decided that funding the project is a greater risk then the Terran-Vasudan war it promises to end. He is very concerned about his message being intercepted, and so asks for a meeting at Tracey's which is a very popular coffee and espresso shop, even though tastes in such drinks is rather retro for Serpentans. The player must keep his weapon holstered, and is wearing civilian clothing and so is very vunrible to attack. After exiting the underground mag-tam, the player is welcomed to the perpetual twilight of it's red giant as well as the steel towers that reach for the stars. Monorails connect many of the skyscrapers, the ground is well manacured park like trees, bushes, and sidewalks. Small lights line the sides of these trees. (note: most aircraft/spacecraft are government owned and purely military in purpose, the main transit on the planet is by foot, Ralph Nader's dream) In one of the parkways is a plaque dedicated to Colin Czernda, first man to land on Delta Serpentis IV. Tracey's is a kiosk between several buildings, very high profile, glass construct for the outer walls. Among the people seated is Deskarse. The player talks with Dekarse who bluntly says to defeat the Phantom project you need to be at Ross 128, he then wants to give more information plus get clearance to give you safe passage if you meet him at a safehouse later, he's a little worried that he's being watched. As the player walks out, a man in a suit enters and drops a suitcase off. The suitcase explodes, destroying the building. Police soon arrive, and the player is blamed for the incident. After avoiding several police patrols, the player makes his way to the spaceport.
Enemies: Local police forces, some GTA soldiers in SWAT teams. Player must avoid GTI blackops.
Difficulty: Medium
>> Spahn District, Capitol City (Delta Serpentis IV)
Setting: An art and culture center of the capitol city.
Objectives: Meet Snipes
Overview: Snipes contacts the player, informing him of a location to meet him at in the Spahn district. Snipes is pretty frantic and stresses something about the Ross 128 system and how he has to get you out. The Spahn sector is quite a sight, with a college campus, shops, and many sociable people with opinions on politics, they think the player is a new professor on campus. The campus itself is circular, and the center has some fountains and a giant bronzed orange tree, the first one planeted on the planet. Javier tips off local police, and after a few minutes to get your barrings and be bombarded by students, the player figures out that the museum is the quickest route to the warehouse where Snipes is at. The second the player walks onto the T-intersection in front, police run at all sides and yell "HALT!" Running into the museum, it is noticed that the police are merely blockading the building.
---cutscene---
The player uses the time to put on his combat suit, and the cutscene shows him adjusting the last notches on it. He pulls out his gun, and looks arround a corner in the museum. All of the sudden Yarrow appears from out of a corner holding a gun she says something to the effect of: "Please stop Commander, this has gone on long enough and too many people have died already. Marines surround the player and more marines break through from a rooftop drop. All of the sudden Snipes yells over the comm to brace yourself and then the high powered weapon of his Xanthas transport blasts the back half of the museum away. Bookcases and ceiling parts fall on marines, and Yarrow is trapped under a bookcase. The player runs away.
--/end cutscene---
The museum is falling apart and a handful of marines are left, the player has a time limit before air support destoys Snipe's transport on the roof. When the player reaches the roof, the next cutscene begins.
---cutscene#2---
Snipes rushes the player in, and they launch. The scene switches to the museum where Yarrow is trapped under a bookcase, two marines pull it off of her, and ask "Should we persue" and she dryly says no.
--/end cutscene#2---
Enemies: Local police forces, some GTA soldiers in SWAT teams. Player must avoid GTI blackops.
Difficulty: Medium
Part Six - Ross 128
>> Arean Deuterium He-3 Mining Facility (Ross 128 IV)
Setting: Station in orbit over Ribos IV (Gas giant)
Objectives: Destroy the Arean Mining Facility
Overview: The Arean Facility was formerly a commercial outpost that was scheduled to be shut down following the liquidation of its corporate owner. The GTA decided that further expansion via Ross 128 into Laramis and Luyten would be greatly aided if the system could produce and process it's own deuterium fuel and as a result the government purchased the facility. Arean remained inactive for several years until GTI recommissioned the facility as part of its Ross 128 research corpus. Unfortunately the vast majority of GTI's holdings in Ross 128 are loyal to Admiral Grier including Arean, which is providing fuel for all GTI vessels in Ross 128 and Laramis. The destruction of the Arean Facility will severely disrupt long term operations in the star system since additional deuterium will have to come from Delta Serpentis. It will not be enough to immediately immobilize Grier's forces, but it will generate enough confusion to make the following missions plausible instead of absolutely immpossible.
Enemies: For this mission the player will be fighting some GTA marines, but mostly elite GTI soldiers.
Difficulty: Hard
>> Riveria Station (Ross 128 II Orbit)
Setting: Arcadia Class Installation Riveria
Objectives: Disrupt Station Security Systems
Destroy Any 'Project Phantom' Equipment and Data
Escape to GTI Research Lab 'Mankato' (on planet surface)
Overview: After the destruction of the Arean Facility everyone will be on high alert. Riveria Station houses a portion of Grier's research assets in Section Gamma on decks 34, 35, and 36. The situation is complicated since your point of origin will be the docking bay, which is in Section Delta and five decks above your target. Fighting all the way to Section Gamma is an insurmountable task, so it will be necessary to create a diversion such as resetting the security computers in Section Epsilion into diagnostic mode. In order to move through the station discreetly you should make use of maintainance corridors - The surveillence equipment in the corridors is old and largely infrared based, something your armor was specifically designed to mask. When moving above decks remember that many of the standard GTA marines will most likely ignore you unless you draw attention to yourself, but there are two SOC units on the station and they will recognize you as being out-of-place, and they have all the training and skills that you do. Once you have liquidated the Phantom Project equipment in Section Gamma you will need to quickly escape to either an escape pod or go back to the docking bay and stoaway on one of the transports leaving for the GTI lab on the planet surface.
Enemies: For the first part only GTI SOC (Unless the player gets rowdy so everyone shoots at him), the second part will basically be everyone and everything.
Difficulty: Very Hard
>> Mankato Research Facility (Ross 128 II)
Setting: Large subterrainean research base. Heavily defended and almost built like it was meant to keep something IN rather than keep intruders out.
Objectives: Destroy the Lab
Overview:
Enemies: GTI, GTI, and more GTI. Plus a Shivan and a few experiments gone wrong.
Difficulty: Very Hard