I want a game based around insanely fast action. Like, twitchy. Twitchy to the point where DLC is just mail-order IV drips of caffeine.
Now make it multiplayer, co-op. Let's say, erm, mecha. Because there's no possible reason it can't be mecha. The game is based around light aerial mecha forced to take out fuck-off huge monstrosities, flesh or machine, I'm thinking like bosses with different stages but each part is independent of one another, so a hydra would have nine independent heads rather than scripted attacks with each one capable of attacking individual players regardless of what the other heads are doing.
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Kinda want a mecha racing game in the vein of WipEout, but not exactly the same, in that tracks are generally longer and much more varied. Let's take an example track in my head, Antarctica. You start off in a relatively large building, with airlocks on either end of the track heading in and out. They're long enough so that the doors will open and close just about when the second one opens, triggered by a player getting close to the door. For the first 1/4ths of the track, easy curves and the occasional dip hide what's coming next. The course splits, making the next half of the track one of ice caves and slippery, open track. The first course is easier to get on to during the split and is generally a wide descent with the occasional jump or ice pillar to dodge, the second requires a little effort but puts you in a narrower, steeper, faster descent that requires work to maintain. Near the 3/4ths mark, the tracks reunite and meet at a frozen hairpin, one of the toughest sections around, before returning to a simpler paved track, this time uphill.
Mecha are heavily customizable- and you're going to need to use this and abuse it, as different parts work differently on each terrain. on the icy, fast-paced Antarctica track, traction is king. It's hard to maintain course when you have no grip on the ice.
If three racers go at this track, one in a hyper-light model with high speed and traction, one in a mid-heavy with the same traction as the hyper-light, and someone with low traction, it all comes down to if the hyper-light can evade damage. Stats are chosen with mind to what dangers you'll be facing on the track.