okay i'll go with my last idea then.
The new CEO of the world (he owns the world in business) is parading the world because of his new authority. There are three bodyguards of the CEO, (the three players). They are equipped with powerful weapons, and are instructed to die for the CEO. While parading a city, a rebel group of men revolt and try to kill him. (this is where the players start off) you quickly put down the rebels 1 by 1 without letting the CEO get attacked (while hundreds of civilians are running around of course.)
Good so far. Hasn't been done before. Uses a tried and proven game mechanic to boot.
Upon defeating them all, the leader of the rebel group pins down the CEO ready to kill him.
This is where you start to go down hill. I can't really see this scripting well in a sc map rpg. A better choice would to simply increase enemy advantage to a point where it isn't even possible to protect anymore. You can stil have some dialogue or cut scene where the characters converse with each other how hopeless the situation now is.
A new character comes in (the elite bodyguard of the CEO which has not been shown before) easily kills the man unexpectedly, and leaves without a word with the CEO.
I'm liking it again. Still, he doesn't actually have to leave
with the CEO(romantic getaway?). This gives a chance for dialogue between the CEO and his bodyguards.
When the CEO was pinned down, the leader of the rebel group made several accusations that make the bodyguards curious. You then have to sneak into his capital building without being noticed and look at the confidential files. (going through traps and mazes and the such). Upon reading the files you find out the true ambitions of the CEO.
This is where you really get off track. A track that leads to my first point in my first post. First off, you just completely altered to game type from typical RPG to an adventure game. In this setup, you can't exactly backtrack to any previous point, and this is now incredibility linear. I've wrote a lot on how linear rpgs are superior to open ended ones, but this is just too much. not to mention you're doing a total flip from what the game started off as. The whole reason the game was unique was the fact that you are playing bodyguards, now you want to throw that out the window right after the opening scene. Plus the notion that the guards some virtuous band of ninja turtles that had no idea that their long time boss (CEO of the World!) could be a shady character, is just not good story.
My suggestion: Stick with the game mechanic you started with, and build on it. Have them do another escort mission where they have to protect him, but make it winnable, and don't have the special unit make an appearance. Then do another, except this time he is added to make the level even passable. Do about 2 more missions the same way, the whole time keeping track if the unit's killscore. In between of course adding to the idea that he his taking your job and making you obsolete.
The next day you are all fired, and your identities erased to be left on the street.
You make it your mission to assassinate the CEO before his plans can take action.
This will still take place, just after the last mission. You are simply pissed you lost your jobs though.
So you gain access to a very large arsenal of weapons (through your own personal connections)
What? Going down that sad track again.
and join the very rebel group that you had put down before.
ok back on the right track.
You then stalk the CEO to different cities fighting different bosses and putting down different reactors or important buildings of the CEO.
let's change that to "you track him down, first&second in a capture attempt(both failed), and then the final part you just say fuck it we're killing the son of a bitch.
At the climax you finally catch the CEO parading a city fighting the final boss. (his elite bodyguard).
yay, and the best part is, it still works with the proposed changes!
So in summary, *fixed!