Ok... that's one positive.
So here's the first part of the "Outline" with a few notes on the direction the campaign will go. It has slightly more choice than the Carver V campaign. (Which is to say, One major choice which affects the rest of the campaign. Want to add more, but too much complexity would ruin the idea)
If anybody has other ideas feel free to add, but keep in mind I'm trying to keep this as "Lore Friendly" as possible, with ONE major exception which will be marked.)
Your unit is the 1st Eltanin Recon, a former Draconis Combine unit that was Mauled by Clan forces during the invasion. All you have left are 2 Jenners, a Wasp and a damaged Assassin (1 leg damaged).
Mission 1: Get to Da Choppa!
Dateline: 3055. The Clan invasion is in full swing. Your unit has been assigned to stop a unit from Clan Wolf. As commander of the last lance of the last company, you realize that you're outclassed and outnumbered. The Draconis Combine does not tolerate failure, and most likely they've already written you off as dead. You however, have no intention of lying down and dying on a suicide mission.
There's a rumour that a dropship captain feels fairly similarly about the situation. If you can just get there...
Mission: Get past clan patrols and get to the dropship within the alloted time. Although the battle is over, the occupation force is still scouting around. Approaching the Spaceport by the most direct path will get you slaughtered, and you're saddled with an already busted mech. The mission should be challenging, but completely possible, provided that you fight smart. After all, even the nastiest Clan Scout mech is just ONE mech, and you have 4...
Mission 2: Marooned.
Dateline: 3056. Well, you were written off as dead. You've seen the reports and your unit was announced KIA. In addition, your dropship captain has taken advantage of his apparent death to find a new employer. Unfortunately, the employer had NO interest whatsoever in a mauled Recon lance. Which is why you're on this rock in the middle of nowhere. Right on the edge of the periphery. With a local governor who has decided that your mechs are HIS property.
Mission: Repair your mechs and raise enough money to get the hell off this rock. This is a large map with many opportunities to get c-bills. There are easy ways, which are to just capture buildings, but that raises the ire of the locals, who send armor after you... There are also harder ways, like dealing with small problems for the locals, etc... Whatever you do, you need to do it quick, before the governor decides to send his lance of medium/heavy mechs after you to force the issue of your turning over your mechs to the local force.
Mission 3: A fistful of C-bills.
Dateline: 3057. Well, the pickings have been slim, but hey! You're officially a Merc unit now. How did that happen? A little work, and a few small favors. You're all set and ready to begin actually fighting. Now that your mechs have been repaired, you need to start looking for a contract. Just then, there's an announcement that a small bandit raid is occurring on the VERY planet that you're on now. But the question is, do you want to help the locals? Or yourself?
Mission: You're in a podunk town and it's being attacked by a light lance of bandits. At this point is the main decision for the mechwarriors. Do they fight off the bandits, and take the small reward from the populace, securing their future as a merc company or do they fight off the bandits, take their mechs, then rob the populace, choosing to go pirate.
And there's the first three missions. Will do the rest later, but I need to deal with my kids right now.