Some top down "bullet hell" shooters I've seen implement a "graze" system. Basically, the sprite is transparent to enemy fire except for a single point at the center with points being awarded for bullets going through that sprite. What I want to try is different.
It goes something like this. The player will pilot a space fighter. The fighter is like any other sprite in that it has a vulnerable point where the player is instantly defeated (the pilot seat), but instead of having bullets pass through a transparent fighter it will have defenses instead. Shields (which always regenerate) which can be managed by the player (hardening them where they most need it), armor which is a nonregenerating passive defense, and the ships subsystems which cause the ship's abilities to deteriorate when damaged. For instance, the player's front shield and armor are gone, exposing the weapons. As the ship's weapon system is damaged its damage output is reduced (but never to zero as that would not be fair I think). Once that system is at a minimum percentage the pilot seat is now completely exposed and if there are no shields to stop incoming attacks the fighter is destroyed.
Oh... and the player's stage score is given a multiplier depending on how much of the subsystems and armor are left.
So do you think this sort of system will work?