I want a sort of randomly generated FPS, based around a sick mental mashup of Front Mission and Far Cry 3 that's been flying through my head the past few days. Imagine now that Far Cry 3 took place on a singular island, and rather than the three factions (Rakyat, Privateers, Pirates) you've got an entirely different grouping: Most (roughly 90%) of the island is controlled by the ODU (Oceanic Defense Union, your enemy), but only 50% of that is their territory. The other 40% in their control is mostly small villages with groups of soldiers (think of this as a difficulty curve- the first outposts aren't fully equipped, but the latter half of the island is crawling with nasties.
You've got the remaining 10%, equating to 2 or 3 outposts. One of these is heavily fortified, the others are much less defended. It's mentioned that they'll need to be upgraded soon, which hints at an outpost upgrade feature- your opponents will actively attack outposts even when you aren't there (data would be abstracted DF style- check outpost strengths then simulate battle in the simplest way), starting fairly nonaggressive and getting honey-badger level nearer the 50/50 mark.
You start as a basic recruit, so your skill with anything but basic rifles and pistols is abysmal, and even they'll jam. Gunfights aren't exactly something you'll want to do that much. The more you use a weapon, however, the better you get with it as well as that type of weapon: say, for instance, you're using a basic lever-action shotgun.
Primarily every kill you get nets you XP for that particular gun. With a few kills, you'll pick up the basics, reliably and quickly maneuvering the lever and keeping the gun steady.
Secondarily you'll get general shotgun XP, which helps for all shotguns. While less than what you get for the single gun, if you pick up a SPAS-12 after getting good with the Model 1887, you'll be OK at first, especially with things such as stability and aim. Reloading gets the least skill gain from secondary XP.
Tertiarily, you'll get XP for any weapon similar to the Model 1887- lever actions, weapons with similar grips, through a tag-based system. Most noticeable on fully-automatic arms, as they'd be the largest group, but still only a very tiny amount of XP.
Levels don't exist, but XP gained dosen't always go to the same place. Primary XP generally tries to apply itself evenly across the board- it still ignores the fact you're really good at reloading a gun you aren't entirely sure how to hold, so you'll be awesome at reloading by the time you can operate it properly- but doesn't apply XP to anything that's maxed out if possible.
Secondary XP tends to go for specific areas such as handling, while avoiding things that vary from gun to gun such as reloads. Secondary XP will attempt to "fill in" low areas more than higher areas, but still applies points to high areas and does not care if a value is already maxed out.
Tertiary XP goes for lowest stat, or operation (such as faster bolt-action-ing) if they're mostly equal. Tertiary XP never goes to a maxed stat.
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With a complicated weapons-handling system, you feel as though you're actually learning how to use the guns rather than becoming Rambo the moment you get your first LMG (you'd feel like a loud, bullet-happy idiot for about one box, and then the barrel overheats- that is, if you're lucky enough to not jam) and stealth becomes a MAJOR aspect...
Especially when you near 40~45% control. That's when the other half of the island gets active and the Walker Tanks (Needs a better title, but it's hard as hell to give mecha a new name) start coming out.
You don't want to fight a Walker Tank.
You NEVER want to fight Walker Tanks.
Sure, they have weaknesses. If you've really trained up that sniper, try and take out it's cameras. Maybe you've become quite the demolitions expert? I hope you brought your own ammo chest full of rockets. Absolutely HAVE to kill the thing? You could try ramming it with a car...
So long as you don't try these on the wrong models. Yes, there should be roughly 16-22 different, unique models of Walker Tank, with a few variations on each- When not to use certain strategies?
Sniper vs The Jameson
The Jameson is primarily a recon drone, but it's armed well enough. It's head is a radar dish atop a round array of eight eyecameras, and it gets kinda pissed off if you try and shoot them out one by one. Generally, when a Jameson gets pissed off, it uses it's single Vulcan to tear down whatever shot it, but if it can't find you, it just locks onto a wide area where you could be and fires a MIRV-style missile that rains down TWELVE WARHEADS. Don't shoot the Jameson.
Demolitions vs The Albert
The Albert is the tank of all Walker Tanks. It's so thickly coated in metal that not only is it worshipped by certain music groups, but it needs four legs to hold itself up.
It makes up for that with a four-barreled grenade launcher. And by "grenade" we really mean "about the force of eight hand grenades in one blast".
Explosives don't really work against it, in case that didn't click in when I mentioned that heavy metal bands worship it for its metal.
Vehicular Manslaughter vs The Michaelis
The Michaelis is a fast-response Walker Tank with very stable footing. Chances are ramming into it, assuming you manage to dodge it's twin Vulcans, will do bugger all, and then it will crush you underfoot if you're lucky. It can just kick you. Generally, the crushing is a faster death.
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So, a very tactical, survival-and-mecha blend in a Far Cry 3 engine.