Just a few, eh? ;D
You don't ask, you don't get :-)
Thanks for all your responses.
Casual gamers love puzzles, they don't like competitive gunfights. I'm confused over the balance you want between puzzles, and fighting.
I'm maybe confusing myself with the terminology. Basically, I'm looking at something that is simple and quick-fix enough for players to log into for half an hour for a quick few levels, but has enough of a 'hook' and enough variety to keep the more hardcore amused over a longer multiplayer campaign.
I love games like Enemy Territory for example, but to really get into I find I have to play a full campaign which can last hours.
I'm also trying to avoid a complicated class/weapon/stats system that takes hours of play to get into.
Sure, $5 seems fine to me. If we're saying, One class with 2 variable weapons for free, and 4 classes with up to 20 weapons paid. I like that model.
Hustlerinc's suggestion of micro-transactions is going to earn you more money though. A lot more. If each class costs 500 Out-Of-Game credits, and each weapon could be bought with 500 In-Game, or 100 Out-Of-Game, and 100 Out-Of-Game costs $1... build your own model, but it's making serious amounts of money for other games.
As a designer/player hybrid, I prefer the first option. Feels less of a rip-off / sell-out. But don't be fooled by people who share my opinion. We'd all stick micro-transactions in our own games in a flash.
Haha, I know what you mean about the sell out feeling. Personally it gets my back up a little when I sense an attempt to quitely and subtly part me with my money, especially when they've got you in a corner. But I do like the idea of 'let's try this class out and see how it changes the game, it doesn't cost much extra'.
Hope to have helped,
Thanks for the opinions, I have things to think about now.