Given that it's come up a couple of times the reason that I didn't post any ideas in the opening post is because I find that if I post ideas or opinions on a topic when opening a thread people tend to discuss my opinions rather than the topic I wanted to discuss. Also, assuming you'll take my word for it, I'm not anyone who actually make games in any way beyond having ideas for them, none of which would ever come true since I don't have any capacity to make that happen. Also I learnt doing graphic design that doing something you enjoy on a professional basis can kill the fun faster that a Gerbil in a speed bag. So I'm not really capable of stealing your ideas. I occasionally turn my ideas into paper and dice rpgs, but that's about it.
Anyway here's one of my ideas
In Close Quarters
It's half past the future and this time human kind has brought itself to the verge of extinction through climate change. Many of the remaining humans now live in the old cities in autonomous tribes, growing food, hunting, trading and forging tools and weapons, for the most part quite peacefully. The game kicks off with the former government returning from its underground bunker sending in the army to retake control of the former urban areas through any means. Your character is one of the people living in the cities, whose taken up the fight to keep the old government out of your land. The old cities are made up of skyscrapers still, and buildings are for the most part quite close together, but the cities have been overgrown with greenery, plants sprout from the streets, vines cling to the walls, and the whole environment is highly claustrophobic. This is where the fundamental element of game play comes from. The game is First Person Shooter/Melee set in tight corridors, small rooms and in thick undergrowth, and the focus is on intense close quarter fighting. Melee combat is different to most fight person shooters in that you don't just repeatedly click until things fall apart, but rather must direct your attacks around your opponent's guard and parry their attacks in turn. Also, if you attack an opponent holding a shooting weapon with you melee weapon you will knock it aside making it impossible for them to shoot you. You can also push an enemy weapon to one side by walking up and directing you parry onto it also preventing them form shooting you, though this doesn't hurt them. Because melee weapons will win if they get close enough you will need to make snap decisions about whether to shoot an enemy or draw your sword, the high damage of shooting weapons means that if someone tries to charge into melee from too far away they will die very quickly. The levels are essentially linear but you tend to be fighting from room to room and there will usually be 2-3 ways you can enter the next room depending on how you want to do it. The door or large opening might make it easy for you to charge in guns blazing but the enemies might be watching it guns raised, while creeping though a small hole might slow you down, but give you the opportunity to ambush the waiting enemies. Some levels will be free roaming, where you are given a couple of objectives in a building and no set path to them, letting you run about however you please. The A.I would be based around realistic reactions beyond the whole "It's the protagonist, get 'im". They will camp behind doors (which might get them back stabbed), fire wildly into the smoke clouds from your smoke grenades on the assumption that you are sneaking through them (this will be especially humorous with the enemies in power armor who are armed with missile launchers), navigate obstacles and even jump things to get to you, and even run for cover. You're limited in how many weapons you can have, with taking only one primary, one secondary and one Melee weapon, although you are allowed any number of other gadgets. Primary weapons are Sub machine gun, assault rifle with bayonet, shotgun & flame thrower (which should all self explanatory), Secondary weapons are: Automatic pistol (higher rate of fire, low damage and accuracy) and revolver (high damage, low rate of fire and accuracy), Melee weapons are knife (fast, low reach and damage but capable of a one hit kill if you get behind the enemy), Pipe (slow attack and repetition, high damage) and Sabre (high speed and repetition, medium damage), Other items are explosive grenades, smoke grenades, flash bangs, trip mines, keys and distraction mines (little thing you throw throw that enemies will chase). The advantage of pistols is that you can switch to them very quickly while the switch from a primary weapon to a melee weapon will turn you into dead in the middle of a high speed fire fight. Also when you switch to pistols you hold the previous weapon in your other hand, meaning you can change back to it very quickly. This means that you can run around with pistol and melee weapon all pirate style, though pistols are inferior to primary weapons in most respects. You also have the option of massive weapons. These are weapons so large that you cannot stow them meaning that you have use them or drop them. These include a missile launcher and a Machine gun. They are only really useful in certain situations, such as an section where you need to shoot down an enemy helicopter without leaving the safety of the building or getting killed by enemy soldiers in said building. The enemies are somewhat varied, including settlers (rednecks armed by the government who want to settle the old cities, they are poorly armed (pipes and SMGs) and mostly unskilled), Soldiers (professional killers that are well equipped with Assault rifles or shotguns and occasionally flame throwers, there are also officers with sabres), the They (men gone made in the sewers, They are pale, hairless and skinny, but strong and able to take lots of damage, armed with pipes and clubs they attack through stealth, but let off a piercing scream to frighten their prey), Marines (located inside suits of powered armor the marines are heavily armed with Machine Guns or Missile Launchers, or Assault rifles with bayonets, they are mostly an FPS satire saying things like "Is he red or blue?" and "I'm state of the bad ass art"), Savage Dogs (dogs gone feral and grown large, will attack anything and work in packs (using similar teamwork to soldiers), if they can latch on to a weapon meaning you can use it, but will attack your enemies), any other enemy ideas would be appreciated since I tend to think enemy variety is vital to a game. Other game features include having a body, which will have bloodstains when you get shot/stabbed. Also you always have the ability to kick, which you can use to open doors without taking a hand off you weapon and deal with enemies that get too close.