If out of missions from campaign, they could always create new ones just for Coop. Should be a nice way to get their creative juices flowing. We’ve already had that with COs since we’re in non-canon territory. Those changes could warrant new missions to suit this narrative.
I’ve came up with some over the years…
–objective is on an island
Some COs will naturally have an advantage here, but you could have 1 to all 3 of 3 transport methods available on the map for those COs who lack transport/drop abilities…
Drop/transport ships, Protoss style teleporter (e.g. Arbiters/Dark Pylons), Zerg style transporters (e.g. Deep Tunnel, Nydus)
–A mission that requires detection
Since some COs can cheese cloaked/burrowed stuff, make this cloaked objective invincible. You need to click on it, and select a command card (like with the bonus obj in Malwarfare). To make it hard, you need overlapping detection from both COs. If that turns out to be too annoying, then make that requirement for its bonus obj.
–A mission like the WoL cutscene where you rescue Warfield
You need to push, quickly to the rescue point. Then you need to set up supply and logistics to properly defend that point
–A mission that requires you build towers in certain locations
Should give Karax a boost (although the Prestiges did help there). People like Swann would lose the advantage of being able to Salvage their towers since they’d need to stay put to remain in effect (they’d need to stay there)
–Themed missions for Protoss and Terran
We actually don’t have one for Zerg. Closest is 2 Infested Terran ones (ME and DoN). A mission where you’ll always run into T or P forces. And these aren’t just ones from standard versus compositions. Special ones either from the campaign, or new to Coop.
–More primary objectives that are air only
Currently, we only have shuttles from Void Launch. That mission changes your approach quite a bit since there are some cases, you could get away with AG only.
Sounds like Temple of the Past, but a “reverse DoN” could prove to be interesting. You have 100 structures that need to be defended, and losing more than 70 of them causes you to fail.