I'm not sure about the rest of you, but i have noticed a decrease in the number of game releases lately. Just to make sure developers have plenty of ideas. Here are a few game suggestions.
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Well, they're great if you know what i'm talking about. To know what i'm talking about, you'd have to have played Starcraft. And i'm not saying "put starcraft on the PSP"... but if you have played starcraft, then you'll understand what i'm talking about better: the Use Map Setting (UMS) games on starcraft.
Boundz - you play as a zergling and must dodge explosions to get to the safe area on the other side of that section of explosions. The explosions aren't random, they're sequenced and that is the fun part. Finding the pattern, dodging the explosions successfully and getting to the other side without dying. Then, when you reach the other side, you encounter another series of explosions. Most boundz games have about 20 series.
defense game -
basically, you get X units, and must prevent the enemy (by killing them) from getting from one given location, to another given location. The enemy usually won't attack, but will move continuously through the provided track. To prevent "walling" ( creating a wall with your units) the enemy from getting through, the enemy will attack your units. The fun part is building up your defense by choosing a set of units that work well together. When you have X number of kills, you get a credit that would be used to be a HERO defender. a stronger more capable unit. Also, some heroes can be given solely for kills therefore saving your creds.
laser tag -
The point is to gain X number of kills. You have 3 "gun" choices (in SC they're actually units) each unit has a different range, and attack power. You start off in a "safe spawn area" and instantly spawn there each time you die. The battlefield is what separates you from your enemy's safe spawn. Each person must enter the battlefield because it would be plain stupid to run into your opponents' "safe area" and just get annihilated every time (it's also really stupid to play against people who like to hide in their spawn are). The most crucial part of this game is VISION. The ability to see the enemy before they see you is the KEY. also, the different "guns" must be balanced perfectly so that no "gun" is "definitely" better than the others. A HERO type function (as described in "defense game") could be used in this game, but only enhances the game rather than define it. (meaning: heroes simply aren't needed)
snowball wars -
you start with a fort that spawns different kinds of "snowballs" (actually units, men, in SC). Each "snowball" has a different ability and must be used accordingly. The main strategy behind this game is gathering up snowballs, and launching a series of militia attacks against the opponent to rack up kills. When X number of kills has been met, you get a snowball credit which is used to buy snowball HEROES. heroes are meant to be incredibly powerful snowballs. Also, some snowball heroes are given to the player when attaining X number of kills and no creds must be used to gain them
impossible scenarios -
once again, you have X number of men but the AI opponent has far greater numbers. You must use your units strengths and prey on the enemies' weakness by finding weak spots in their pre-built fortress. A technique called "luring" should also be used. Luring is attacking the AI from a safe distance (use a far ranged unit) and getting them to come out to attack you. Then you would retreat and lead them into a trap. There are countless other strategies but I don't wanna give them away. You must also be SMARTER than AI to win.
Capture the flag -
There is a "safe spawn area" as described in laser tag. However, you do not spawn instantly because your spawn is where the flag is held. The unit you get has a very long range and can kill the opponent in one hit. The opponent can also kill you in one hit (they have the same unit, duh). Vision is KEY in this game because the opponent can hide behind trees or behind a wall. To prevent "camping" (sitting at the spawn and killing them each time) there is a time limit for how long you can stay in their spawn area before you automatically die. When you get the flag, you function the same (you can still shoot, vision doesn't change, etc...)
The spawn rules are the same as above. In v-tec, you're unit is unarmed (and invincible, but unable to leave the spawn area) at the spawn and you must choose which "gun" you want to use. The guns are located nearby (in your own spawn area) Each gun of course has a different ability. You go to your opponents base and when you take the flag, the flag itself is a gun (different from the one that you have, and better too) so that you can defend yourself on the way back to your base. At X kills, you can upgrade your gun by going to a public (open both you and your opponent) upgrade area. Usually, you must mutually agree to not camp the upgrade area but there are ways to make it so that it's automatic. Also, when you successfully capture the flag and return it to your base you spawn an additional man. (so now you get two armed units instead of one) This happens every time you capture the flag.
I hope explaining this won't be a waste. If you are a developer and find any of these interesting, I encourage you to add your own twists and make it a really fun game. It could turn out to be the next Squarez or AOTM (please don't flame me for saying that).
Well, thanks for listening to my ideas. I explained them as thorough as i could without making it boring for you guys to read. Feel free to ask questions, I will answer what i am able to.
It'd be nice to get some feedback on this from people who have played the UMS games on SC. Any other game additions and key details about these games are gladly accepted. I will add them onto this post and give credit accordingly.[FONT=Trebuchet MS]