The thing that stood out to me about DCG was interaction with townspeople...both good and bad, along with the "story line" being driven by the specific intel held by the person you capture in the first/each city you take control of.
Dynamic Combat Generator (DCG) is a coop mission that uses locations (towns, cities and capitals) as the basis for its systems. At the start of the mission enemy forces occupy a number of locations; they properly fortify and patrol the area based on the type of settlement. One of the occupied locations contains an enemy officer with valuable intel. The first objective is to gather said intel. From this point, DCG will generate a number of tasks based on the officer's information. Alongside the main tasks are civilian tasks that influence the player's reputation with the local population.
Occupied locations with patrolling and garrisoned enemies
Enemy forces scale in strength based on occupied location
Enemy patrols and sniper teams throughout map
Enemy static emplacements
Enemy count scales based on player count
Civilian interaction
Civilian traffic
Civilian rebels and suicide bombers
FOB construction system
AI transportation system
Dynamic weather
Unit caching
Headless Client support
ACRE2 support
Easily portable to any map with locations (towns, cities, capitals)