Here are some ideas I've come up with for games using the LTTO gear. Mainly these are based on the capabilities of the LTTO Deluxe (original) tagger, but should be playable on any LTTO gear. I've included a name, description, settings, and rules for each game.
Rules: This game is set-up as a HUNT game, but played like a HDSK game (needs a number of spare Taggers and some non-playing refs as well). You set the game up for about 6-8 minutes longer than you actually want it to last. Players join either Team1 or Team2, while the ref's join the HOOBLICKI (targets) to Team3. When the game starts, each team is gathered into their respective starting places (a ref watching each team to make sure no one peeks) while refs hide the HOOBLICKI in various tough-to-spot locations. At the signal of the master ref (should be timed randomly by the flip of a coin, heads for even minute tails for odd in order to maintain the random hunting direction aspect of the HSDK/HUNT games), the teams begin play. The teams try to locate a HOOBLICKUS and tag it out during their 60 seconds of hunting Team3, but they need to look out for the players on the other team which will be hunting them -- remember, you not only don't want to be found and tagged by them, you don't want to give away the HOOBLICKUS's location to them, either! So, for any given minute you will either be (1) Avoiding the enemy while hunting the HOOBLICKI, or (2) Hunting the enemy and trying to find out if they have spotted the hiding places of any HOOBLICKI you didn't know about.
A further twist to the strategy of this game is "overkill" -- if you tag a HOOBLICKUS during the phase of the game when you are not supposed to, it will "heal" the HOOBLICKUS (make it stronger), up to the 99-tags-until-out mark. This will negatively impact your own personal score for any tags landed ON THAT PARTICULAR HOOBLICKUS. But if you designate that HOOBLICKUS as one which you are not going to tag during the proper time for tagging it, your score for good tags on that HOOBLICKUS will remain at zero -- it does not underflow, so your score can't go below zero. Now all your team needs to do is designate a different player to each HOOBLICKUS known in order to pump that HOOBLICKUS back up between hunting periods, and the other players can score more than the standard number of tags-until-out on that HOOBLICKUS, thus increasing their scores. Somebody else on your team gets assigned to pump-up a different HOOBLICKUS for you to score overkills on. Kind of a low-down trick, especially if the other team doesn't know about it, but hey -- that's life for ya.
Keep in mind, the maximum number of tags on any given HOOBLICKUS that can be recorded in your favor is also 99, so there's no point in going to hyper-overkill, it's just a sneaky way to exploit a feature of the HUNT game to your advantage.