Remembrance
Member
I still think R-Type is a good example of how many different tactics you can get out of a simple weapon ruleset. You can rapid fire or charge but charging means you can't rapid fire (especially with some of the longer charges in later games). You can dock the force at the front or back to direct your fire that way (no turn-around button) which also shields you from bullets and serves as a melee attack or you can detach the force to throw it at distant enemies or just have it fire shots at different angles (the default force isn't so good undocked beyond being thrown at weak points but some of the Delta and Final forces have very useful independent modes). Plus the detached force's movements react to your own so you can guide it to different places.
And since shmups are autoscrollers and not shooting for a while means that more enemies are entering the screen and attacking, that charge shot is an actual trade-off, not a button you hold all the time like in a Mega Man game.
The Murakumo (or Muramasa or Masamune or whatever, I always get all those names mixed up) in DBCS is somewhat similar with its options that change their weapon type with their formation so you cycle between cancelling bullets, piercing enemies and piercing terrain with them while also making them better or worse at being a physical shield. Your burst shot interrupts your attack but is powerful, keep it firing for a set duration to charge that explosion that triggers when you release it (which is the only way to clear large swarms as you can't sweep back and forth all that fast) but watch your meter and the lower your meter goes the fewer options you'll have afterwards. Yeah, it's OP compared to the other ships but a game balanced around those capabilities could demand some tactical flexibility.
Another thing that could help make shmups more mainstream again would be the Mario 3 and World route with an overworld and large numbers of levels. DBCS is kinda going that way but the heavy repetition and reuse of levels and bosses weakens it considerably (while it has a lot of distinct levels and bosses it starts repeating them very early and gradually shuffles in more stuff, that feels very padded). Compare Tyrian which has a lengthy campaign without that kind of repetition. Repetition is nicer when you want to do it, not when you must do it to proceed. And there's no lack of people playing Mario games at a very high level despite the large number of maps.
Charge shots seem very underused in general. In fact, I think the trade-off you talk about is exactly why games have almost completely replaced charge shots with special gauges. You still need time to "charge" but you don't need to hold a button (and button-holding definitely taxes the dexterity of players who are trying to dodge at the same time).
Designing games based around dodging also happens to make it sometimes humanly impossible to juggle a force pod like in R-Type.
When you bring up autoscrolling, that reminds me that a handful of games have tried speed-based mechanics - Cloudphobia, After Burner Climax, and probably others I've forgotten. These games effectively let you control how quickly you scroll past enemies, and give you incentives for going as fast as possible. But they kind of went too far in opposite directions - in Cloudphobia most beginners will just time out on the first stage unless they go so fast that they start taking massive damage, and in After Burner Climax going fast doesn't actually matter unless you're chasing absolutely perfect ranking.
I could see a more elaborate version of this where you just face one wave of enemies at a time unless you press the speed-up button to get multiple waves on screen at once, which tests your ability to destroy them efficiently. You could get rewarded by unlocking alternate paths if you get through the stage fast enough by taking out multiple waves at once.
DBCS has one serious barrier to entry: you can't really read about how all the ships work except outside the game! And then in the game, all the ships look so similar (and you almost never get to see all the ships on one screen) that you lose track of which one you're choosing. The mechanics are rich, but they are opaque.
I do know that Super Hydorah is going to have a large number of levels and branching paths. Once this gets on Steam, let's see how far that gets it in terms of acceptance.