I'll spare you the details why but I started working months ago on a super simple intuitive table top wargaming system. It was intended for an audience of gamers, both pen and paper and console/PC to play under adverse conditions, aka sleep deprivation, exhaustion, unfamiliarity with the system, and under the influence of alcohol. The game was never completed due to distractions when I had sit down time with people i consult in person over such matters. And in the end, it was a moot point because the bar added a karaoke machine and there was drunkeness and bad singing instead of any semblance of gaming.
Core concept:
You have a 'character' on an index card. This character is nothing more than a small block of stats and a class, with a few keywords.
The character has equipment and ability cards attached to them. This ranges from weapons, special attacks, magic abilities, special armor and equipment, and game altering abilities. These item/ability cards have keywords.
Thus the players, controlling a character, form a combative team ala GI Joe, or any other ensemble action series. Battles are fought against generic enemies. Each enemy kill garners the player points. These points are used to upgrade their core card (each core class had three skill levels, basic, Improved, and Advanced, or Regular, Veteran, and Elite). They could be used to buy different cards and such, such as swapping a machine gun for a laser rifle, or increasing a magic power card.
Now the main idea was that instead of constantly upgraded one basic character, you would accumulate points and upgrade your core character card. You would start off with a basic infantryman, but could get enough points to purchase a Summoner, Lin Keui ninja, SOLDIER from FF7, and a variety of other advanced and elite core classes.
The whole thing is tied together by the Keyword system. If a core card, equipment, or special ability all have the same keyword, they can all be used together. Advanced characters have more keywords, while basic characters have one or two at the most.
Some sample keywords:
Command - linked to special abilities, such as calling in artillery strikes, bringing in fast reinforcements, (add 10 basic infantry to combat party, these are expendable henchmen) to big heavy things like air dropping in tanks, or providing helicopter gunship support for x number of turns.
Power Armor - attached to certain weapons and systems that can only be used by power armor troopers, such as heavy powered melee weapons and heavy weapons.
Para-Psychic - Attached to special abilities that are not ritual magic, such as special attacks utilized by combatants (Street Fighter and Mortal Kombat special attacks, combos and ending moves)
Orgone - attached to magic powers, spells, and summons.
And there are plenty more than can be used.
The idea is a rapid passed game of characters fighting and killing enemies just slightly faster than they are being killed. A squad of marines wipe out an alien bug swarm, loose half their number, but 'meet up' on the battlefield with another smaller group consisting of a few more experienced troopers.
On a side note, a character that gets killed might net the player half of their invested points back, to add to their point pool.