Yes please :)
OK, here are a few (sorry about the delay, my mobo died Thursday, been largely afk):
1. Ninja 101: Maneuver <insert cloakable thing here> through a web of patrolling enemies, detectors and turrets to reach a specific set of waypoints. If detected, mission logic should give attack orders to all enemy mobiles / turrets (effectively game over, but give people the illusion of having a fighting chance to run and hide). Twist: halfway through, the enemy is "alerted", and the patrol paths for the various groups suddenly change, making it much more difficult to reach the final waypoints.
When the Macguffin is captured/blown up/whatever by the ninja, destroy the power generator supplying the Ninja's cloak, initiate a countdown, and the player is told they have X seconds to reach their extraction point, while remaining undetected (ideally, however long it will take to run down their energy storage or however ZK is handling that atm). It will take a few tests to get timing right, but the end could make for a satisfying "oh snap" moment.
2. Ninja 102: The enemy is sending cloaked troops to destroy your base! Player starts with minimal base that is spread out enough that cloaked units are a serious problem until detectors are up.
Twist: when the player has defeated X cloaked foes, post a message to the player, congratulating them on defeating the 'ninjas'. However, the enemy base (which should be pretty uber, ofc) should then attack with a large conventional army after X seconds (give players a warning that this will happen).
Once the conventional force is launched, start up the enemy base's factories, put them on autopilot (random choices from a list of medium-difficulty units) and let the player have the satisfaction of beating back the attack and then counter-attacking the enemy base.
For a final twist, as the player enters the enemy base, a huge force of <insert something really nasty here> enters the map near the player's initial base, and destroys it (make it very unlikely that the player can defend against it, or just nuke 'em, it's all just theatrics). Now the player is told to "defeat the enemy base and save as many troops as you can"- they're supposed to finish the job of assaulting the base, then proceed to a final extraction point, with the <giant evil things of Dewm> chasing them (and spawning at the map edge, should the player defeat any of them).
Given a fairly large map, this can turn into an epic chase scenario at the end. Players should be scored on how many units they retrieve, compared to how many they built (so that building a huge force before attacking the fortress isn't necessarily the way to get the best score).
3. Scud Hunt: the enemy has built <some sort of mobile launchers> and the player only has X minutes to find and kill them before the <insert macguffin> is nuked and the player loses. On a sufficiently-large map, this could be a fairly nasty scenario (and if I were you, I'd randomize the patrols and starts a bit, so it's never the same game twice).
Twist: randomly generate some <insert nasty flak> so that aircraft will occasionally run into a mini-base bristling with AA.
4. Protect the Penguin: The P.E.N.G.U.I.N. (some sort of macguffin) needs to be moved from A to B in order to <insert sci-fi bullshit>.
At first, it's a straightforward "protect the train" mission. Enemy groups come out of the woodwork and attack the player. Give 'em a mobile radar, so that they can see the attacks coming and have plenty of time to respond and micro.
Twist 1: Aircraft attack the mobile radar, leaving a smoking wreck behind. If the player has lost too many AA / dual-purpose units, they probably lose at this point.
Twist 2: The route is blocked by the enemy building a huge maze of DTs (or whatever ZK calls 'em) that make it impossible for the P.E.N.G.U.I.N. to reach its destination directly. Does the player take a different route, cut through the obstacles, or figure out a clever workaround, like using that seemingly-useless builder to raise the ground?
Twist 3: A huge force of <insert really fast things> has been spotted behind you, heading directly for the P.E.N.G.U.I.N.! Do you try and defend it with a rearguard, or just go hell-for-leather for the goal?
Final twist: you reach the goal, and there's an enemy base in the way! Fortunately, the base was built rather poorly, and has <insert exploding buildings> built near some key defenses. Use a stealth unit or a kamikaze assault to blow up the explosives, enter the base, and deliver the P.E.N.G.U.I.N.
