depending on how it's done, it may be more or less fun. For example, in Dodonpachi, how would its system be if the chain counter decreased over time when the chain meter was depleted, instead of instantly ending the chain? (that would be adding a margin for error. Just an example.)How would you feel about a combo system?
It will also depend on what you're going to chain: medals (Garegga/Batrider)/messages (RFJ)/enemy formations (Varth/Phantasmagoria of Flower View), etc.
you may want to add other forms of scoring, and have ships/characters that have more potential for certain forms, so that different players could choose them due to their own playstyles.How would you feel about combo scoring?
I'm afraid that it would require memorization from the player, depending on how much this factor would affect scoring. Perhaps you can add enemies or stage/boss elements that encourage careful shooting (like enemies that spread bullets when destroyed, or bosses that use more difficult attacks depending on the damage on its accessories)What about bullet accuracy scores?
some games have this feature, it could add to the game's strategy, if they're well balanced and such weapon doesn't overshadow the others. (that shield could also be destructible, so that it's not abusable, or have certain projectiles that it can't block)What about a mobile shield in all playable characters that deflects bullets while the player shoots as a temporary defense?
when I read this, I remember about myself, trying to unlock Imperishable Night's Last Words (these are enemy attack patterns that aren't found during the main game, and to unlock them, you're required to play the main game more, and better. Though you may choose to use a time-based -- Panzer Dragoon Orta had 20 hours? -- or failure-based unlock -- thinking of KoF 2002 Unlimited Match's 300 *consecutive* failures on the Expert challenges -- , in case the player isn't good enough but seems to have tried).Would secret unlockables help keep the game fresh or would you rather not look for them?
However, in general, I'm not used to look for unlockables, outside of secret characters/attack formations. (in some people's words, sort of, the main attraction should be the main game, not the extras)
progressively unlocked, for practice. (however, I think about Mushihimesama and ESP Galuda's PS2 versions, which allow you to practice stages without having reached them, ESP Galuda also allowed you to save replays and watch some pre-saved superplays. So, I'm not sure about it.)Level select... should it be progressively unlocked or locked until the end of the game?
Thunder Dragon 2 rewarded you for killing formations quickly, by sending bonus formations and eventually a special fighter that was worth some decent points (more exactly, the item it dropped when defeated), Raiden games reward you for killing enemies quickly (dunno if always before they can shoot at you). Once again, not sure about the answer to your question, but perhaps it could serve as a consolation end-of-stage bonus (since I've heard complaints about some non-shmups having countdown timers, and these people felt pressured simply because of that).Time bonus... getting a bonus added for how quickly you finish the stage... would that be innovative if not, interesting?
alternate paths, why not? (the first instance I've seen, was in R-Type's stage 4)Would maps, tiers or alternate paths help or hurt the game?
They can give some players (those who seek to 'explore' the game, instead of trying to play them for score) some options to choose from, depending on their mood or preference. Also, those who play for score will try to do requirements (for example, in Batrider) to get to some additional stages (or even bosses/midbosses), and/or more risky (and more rewarding) routes.
(imho) hitpoints only if you're intending to do something like Dungeons & Dragons: Shadows over Mystara, where you only have 1 life, and being hit by a dragon's firebreath is an instant game-over. That way, attacks can have different damage numbers. Once again, I don't have an answer.Would it help if a player had hitpoints or should the player have a 1-hit you're dead life bar?
maybe you would want to include a novice-friendly mode, with auto-bomb, and less resilient enemies? (for those who don't care about getting better on the game)