Actually I don't know if it would be version 2. I actually think there is a version 2 out there. You know the basic premise: Irradiated robots gone crazy need dealing to by yours truly. Your goal is to clear the ship of robots. To be clear, the game is not a straight out shoot 'em up, there is strategy involved.
In terms of gameplay the original
Paradroid was fairly limited. The basic choices you had were:
1. Which levels do I take first?
2. Should I clear the deck totally of robots or leave some left in case I need to jump to them later?
3. How do I kill the robot - shooting it versus taking it over? (the latter being more favoured unless the robots were weak).
For
Paradroid 2 I'd like to revamp the gameplay:
1. Rationalise the robot classes. Make them more distinct from each other in terms of what they can do and how they can interact with the environment.e.g
Messenger Robots - Speed/Agility. Maybe the fact that they deliver messages means they have access to most levels of the ship. No weapons.
Crew Robots - Have command access or can access certain restricted or personnel only areas. They could open doors or enable certain functions. This could also be used to lock doors (temporarily?) and stop help from arriving. They'd have either small weapons or no weapons.
Security Robots - Basically the grunts. Big guns, harder to kill.
2. You could add the element of disguise to the game. So when you take over a robot you are an imposter and can move around the level unchallenged. But if you are seen doing something unauthorised or blow your cover (either by shooting or transferring to another robot) then you have an intruder alert, and are treated as hostile.
3. In the original game you can access all levels of the ship, and different levels had robots of differing toughness (e.g easy, moderate, and hard). You could restrict access to levels, so you'd have to of transferred to a robot of the equivalent strength to gain access to the level (i.e. if you were in a 300 level robot and tried to access the 400+ level you wouldn't be able to).
4. Vectorise the graphics. That's just me though .(It could be the
VectorTD addict in me talking!). I think I'd still like to keep the top-down (plan) view. I think the gameplay would be hard enough to program without tweaking it for isometrics. Also the plan view gives more clarity about edges, and you wouldn't have to worry about stuff getting hidden from view behind things.
5. The original talked about 'weak' robots (i.e damaged) being easier to take over than healthy ones. I don't know if that really ever manifested in the game, but the shoot'em/transfer to them action could be used in combination.
These are just general ideas to be developed.
6. Powerups etc...
I know a remake isn't strictly a 'new' concept, but I see this as a new idea because the whole game is being re-conceptualised from the ground up.