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Ideas about the player character (how YU and Riviera characters will play differently):
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CODE
game
    player characters
        - weapon
            * Pick up a weapon type icon, and get a (random/predestined/escalating) weapon of that type.
            * Not everyone can pick up all weapon types.
        - bomb
        - meter: used for Bomb, and some alternative use
    YU characters
        - weapon
            * Weapons run out over time.
        - bomb
            * Pickup: Cards
            * Use:
                - Need to have a Card and a full Meter.
                - Hold down the button. Your Union formation appears.
                - Wait for others to get into your formation.
                - Release. All ships in formation fire, and you use your Card power.
        - meter
            * Alternative use: Passive/Aggressive meter
                - Passive: Less damage, gain meter.
                - Aggressive: More damage, lose meter.
            * Gain/Lose option 0: Gain meter when moving backward, lose meter when moving forward.
            * Gain/Lose option 1: Gain and lose meter depending on where you are on the screen.
                - Back quarter: Passive.
                - Middle two quarters: Neutral.
                - Front quarter: Aggressive.
            * Gain/Lose option 1a: Like Option 1, but the further forward you are, the more Aggressive you get.
    Riviera characters
        - weapon
            * Weapons run out with use.
        - bomb
            * Pickup:
                * Diviners?
                    One diviner per weapon type! I already drew some a long time ago.
                    - Diviners use EX level, which is good thematically.
                * Special weapons? Excalibur, Tempest Bow, Night Scythe, Saint Scepter, Rosary (Banish).
            * Use:
                - Hold down the button. Your Union formation appears.
                - Wait for others to get into your formation.
                - Release. All ships in formation fire, and you use your Card power.
        - meter
            * Alternative use: OverBreak
                * Use Option 1: Shoot special, more powerful bullets?
                * Gain/Lose: Damage and/or graze?
Turn-based ideas:
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CODE
turn-based
    - Turn: Everyone on a team acts simultaneously.
        ! This is to make multiplayer less annoying. Everyone acts simultaneously => parallelized waiting.
            ! Also makes it easier to plan Unions.
        - Undo: To ease strategic planning, you can undo your action as long as not everyone is Ready.
            ! Principle: There is nothing left to chance, no information to be gained, with Undo.
    - Unit turn: Every turn, you can move and act.
        * Move:
            - Move (circular distance instead of grid?).
                - Select a position within your move range.
            - You can't move through bullets.
                ? Or you can, but it damages you?
        * Act:
            - You can act either before or after you move.
                ! Not during, for simplicity of choices.
            - Actions:
                * Shoot: Place a bullet at your current location. It doesn't move yet.
                * Bomb: Instead of shooting, you can use your Bomb. Your allies can position themselves into your Bomb formation.
                    - Shields from bombs should last until next turn.
    - Bullet phase: Right before the team's next turn, all of the team's bullets move, damaging things in their paths.
        ! The separate damage phases makes Undo more plausible.
    * Scrolling?
        Here's an interesting idea. After every round, everyone gets moved back as the window scrolls.
QUOTE
-Unions can remain a matter of formation. Should, in fact, but perhaps not in the same way as YU if we use a circular rather than grid based movement system.
I imagine, when you activate Union, an X or cross appears on the map, and they have to be touching that. Or it has width and they have to be inside it.