Cloak and dagger:
High rewards mission/license-granting mission one of the remaining factions (Junkers, Reticule, Legion). Perhaps even a fork.
The context for the mission (quest giver Reticule or Legion): "A group of prospectors from our corporation has defected and landed on this planet, and we want to know their whereabouts and eliminate them before they become a threat to us. The first step for that is espionage. And how does this relate to you? Well, you see, you've earned quite a name for yourself on this planet, and we think you're the best one for this job. We have captured one of their techs and the driver is *ahem* taken care of. We have dropped it off nearby. Go to the marked location to pick it up to proceed with the mission."
So the player picks up the tech and heads toward the group. Upon arriving, the group leader asks where (name), who is the player's alias, went. After a few questions and answers, the player gets accepted into the group 'again'.
Turns out, the defected group has joined a new faction, the junkers. Most of the groups' techs are a messy mix of Junker parts and Legion/Reticule parts.
During the time the player spent with the group, the player rises in the ranks, at first doing harvesting jobs assigned by higher-ups, but the importance of the tasks slowly increase. During the time the player is working for the defected group, the player is periodically requested to go to a quiet area and report back to the quest-giver, for parts and reward. The final part of this cloak and dagger mission will be to lead an assault on the base belonging to the quest-giver which will unroot the only leg the quest-giver's faction has on this planet (for now). You may think that obviously the player (you) will choose to report this to the quest-giver, but it is not that straightforward and simple.
During the time spent with the defectors, the player learns the faults of the quest-giver, and also the sorrow of the defectors. Like maybe one of the stories would be that the defectors were sent on a mission to destroy a caravan of unarmed techs, families of mothers and children onboard fleeing from a region that was controlled by the quest-giver. Just little things like this which make the players question whether he/she should really be supporting the quest-giver corporation.
The player has two options to choose:
-report the assault to the quest-giving corporation, and join them in defending it, OR
-Join the defectors' cause.
Keep in mind that this does not lock any license away. In essence, this mission allows the player to chooose which faction they want to obtain first.
Ughhhh my brain hurts theres too many plot holes