I has idea for Arkham 3. Basically, someone said multiplayer would never work in an Arkham game, so my brain said "Fuck that guy!"
So, a game about strategically handling large groups of enemies... how we guna do this, put two characters in a room and have them fight, completely disregarding the entire system the gameplay was built on? Hell no.
Okay, here's the set up. Two teams. Heros and Villains. They can be any agreed upon size of 1 to 4. 1 Hero vs 4 villains? 2 on 2? Whatever. You choose signature characters, like Batman, Robin and Nightwing hunting Scarecrow and Bane, or you have your custom made hero/villain with their own skills, moves and gadgets. The teams can see where their own members are, but not the enemies.
They all spawn in Gotham, which is a sandbox, and has multiple possible objectives spread throughout. The heroes first job is to spread out and co-ordinate their search, where the villains need to remain in hiding and formulate their crime spree. However, the villains are in a tenuous alliance. Friendly fire is always on. How does this all play out?
Okay, think about it. Say the pairing is Batman/Nightwing/Batgirl facing Bane and Scarecrow. Scarecrow has no chance. They'd pummel him in no time. He has plenty of skills that help him escape however, where as Bane isn't easy to miss. So say they agree upon hitting the bank. The first part of the match, the heroes hunting, is Scarecrow sneaking fear gas bombs into some public places, purposefully scattered around. If he gets cornered, he can threaten to detonate them, or do so at a good type to force the heroes to split up on rescue missions. He could send Bane to distract them while he cracks the bank. If Bane needs to get away, pull the old 'hurl a bus full of kids through traffic and leg it' routine.
I realize it's a bare bones idea so far, and needs a lot of work, but it would play like a class based, team/objective game, just with an incentive for both working together and also betrayal. You need to remain useful, so you don't get backstabbed, but only until you can find a way to steal all the goods for yourself. Plenty of matches could boil down to the villains taking themselves out once a job goes bad and the good guys only scattering them.
A reputation system would work for that. Custom Heroes/Villains would be rated for reliability, personality, efficiency. A Villain group with a renowned weasel would immediately have chemistry, as they KNOW he's flaky. At the same time, a Hero player who tends to run right to the first disturbance and doesn't usually save the civilians is going to be rated as a hot head, meaning the team should actually just point him at something and say kill, instead of shouting orders at a player whose not a good team player.
I guess this is just trying to add some, ya know... silver linings to the assholian nature of online games. If players are going to be dicks, might as well add some kind of dynamic around it.