QUOTE (Nerdynick @ Apr 16 2013, 06:01 AM)

So the idea is this: A cyberzombie has been suffering from multiple psychological "glitches" that have been progressing over the course of his last few missions until now, when he has fallen into a coma/fugue state. His owners, we'll call them Corp A, are not eager to lose their investment, one of the most successful and longest lived cyberzombies out there (Hell, make it Hatchetman), and decide to wring out every last drop before throwing in the towel. So they hire a team of specially trained psychologists (the players; or the people the players have to rescue after it goes to hell) to enter a UV node made from his Invoked Memory Stimulator's database and try to find and cure him of his illnesses, or recover his E-Ghost, which they can put in a drone.
The node is full of his traumatic memories, his few pleasant ones, and his childhood, and the players must navigate the landscape of his mind (painted on a digital medium, of course) and go through all the trauma he's gone through. And if extra challenge is needed, the cyberzombie's consciousness can figure out what they're doing and go Rambo on them, waging guerrilla warfare throughout his own mind and memories.
Thoughts? Suggestions?
AFAIK, a UV node would cost more than a new Cyberzombie, even made from scratch. To set up a UV node JUST to eek out a few hundred thousand worth of operation time from a Cyberzombie is like paying 200 dollars just to get a $1 bus token. Even if the operator in charge had an emotional connection to the project, any corp would notice a fraction of the cost of setting up that UV node. However, nobody's to say that an experimental combination of alchemical reagents and good, old-fashioned brain-benders couldn't be employed within a facility in an experimental treatment, or some attempt to harvest the cyberzombie's soul. Something went wrong, gasses escaped throughout the facility, and the mother corp wants to know what happened to their investments. Blind resistance checks, mana-warps and static, matrix dead zones. Even a closed-circle (typical of a horror-/thriller-type setting) would be valid.
Throughout the mission, the front door stuck closed because [arbitrary reason]. It never opens no matter what they do. When they finally either fail or complete the mission, they get to leave. If it's a fail/death, they wake up at the entrance (still unopened) with a splitting headache. If anybody completes the mission, they get back to the door which doesn't open, but they wake up hearing banging on the inside of the door. Let them figure out what's going on. If you really want to mess with them, let them face a horror during the run, that just sits back and toys with them, not really engaging them.
The most fun, though, for an "Inception-Style" game would come from not explaining everything that happens in its entirety; only tell them what the game-world knows of it. They want to know why they weren't aware of the drugs floating in the air? Because alchemy/they're new, unknown compounds. Why did they all share that vision of going inside? They didn't directly encounter that Horror/notice the aerosol/skin penetrating drugs? They don't know. They noticed those things and it doesn't explain everything? Let them stew on that little fact...