<div style='font: 12pt ; text-align: left; '>Some random ideas I've been tossing around with...
1. Some kind of movement. A simple, Tactics-style grid would suffice. However since grid tends to imply SRPG and SRPG do not typically have good sales, perhaps it can be disguised in some other way. Lunar's system would work reasonably well, but allow more freedom of movement. Why is movement necessary? Because it allows meaningful formation of your party. More on this later...
2. Non 100% to hit attacks. Not even special attacks unless it is something like a once or twice per battle thing. Tactics had a good idea with this except it is utterly trivialized by the fact that any attack that really mattered always hit 100% (swordtech, Holy, summons, etc).
3. Cover. This type of command has been in RPGs since FF4, and it has been a 100% useless command. Beyond the fact that your AI will do something like have your 1 HP character cover someone at full strength, the lack of distinction between characters makes it absolutely pointles to cover anyone to begin with. This is also allows you to have stuff like having bosses able to kill your weaker character in one hit and yet still winnable. The cover AI should exercise reasonable amount of intelligence. For example you shouldn't cover for someone if it'd get you killed unless the person being covered is guaranteed to get killed without the cover (this should be more character relationship based, i.e. in Suikoden 1 Gremio and Pahn covers for McDohl, but not in reverse). Going back to #1, there should be some distance limitations. Also, there is no reason why cover can't work for magical attacks, though its property is most likely reversed from physical (generally speaking weaker characters tend to be better against magic overall). Take Fate, there is no reason why Saber who possesses magic immunity should not defend against every possible magical attack directed at her Master, Shirou. Thus Shirou, despite having no magic resistance whatsoever, is for all practical purposes immune to magic as well when working as a team. Speaking of which, there's no reason the enemy can't do this either.
4. Area Effect attacks. Never should such attacks by the most powerful attack unless it comes with severe limitations. Going back to #2, I really like the idea with Fate how most powerful AE attacks are actually used on a single person (including Gilgamesh's attack which is classified as anti-planetary) since the AE nature of such attacks prevent evasion (characters presumably try to avoid attacks, and if you put a character at the certain of an AE attack, evasion is very unlikely). Similar to how in some FFs you can make spells target all enemies but do less damage, AE attacks should be like this. You can either use it on one target for a lot of damage, or use it on many targets for significantly less damage. When combined with #3 above it should work out that it is generally better to use 100% of AE on one person, as opposed to spread out over say 3-4 people, knowing the person with the best defense (within covering range of coures) will also defend your already spread out attack. So we actually end up with a situation like say:
Boss A B C
Boss uses some powerful magic (say, Ultima). A has extremely high magical resist, B and C does not. If boss targets A + B + C or even just B + C, A will defend for B & C's share, and with the spell's power dissapated over a large distance, the part that actually hits B & C is relatively insignificant when checked against A's magical defense. Therefore, the best thing here to do is to cast the spell on just A (covering enough area to deny evasion) and hope it punches through A's magical defense. If A was not in range to cover, the spell could kill B & C outright (at full health). This allows you to make counters where the enemy can one-hit kill your people without making it reliant on enemy being stupid and just never taking out your character in one hit.
5. Different characters should lead to very different battles. Why should you have a hard time dealing with random fiends when you have Auron, the legendary Guardian on your side? RPGs already force you to rotate your party based on some nonsensical story element (e.g. people always happen to leave and someone else happen to join to fill the role they left behind) so why not take advantage of it? Take FFX, when you get Auron, he should be like 90% of your party's power. Going back to the earlier concepts, he should also defend well over 90% of whatever comes your way (because he is obviously much stronger and ends up taking signficantly less damage). But another battle, when Auron mysteriously leaves, you have to figure out how to distribute the hits more evenly or whatever. Maybe for a battle where you're stuck with say Yuna, Lulu, and Rikku, it'd be a good idea to keep everyone spread out since no one in this party is supposed to be good against physical attack so you should always be trying to running away and put some distance while the other two range attackers (all 3 characters there strike me as range attackers) can attack without penalty of distance.
6. Teamwork. Althuogh your band of heroes are supposed to be working together to defeat an impossibly strong enemy, it sure never feels like it. I want to see teamwork actually matter, and not teamwork like 'if you put character A and B together they do this super combo move that you would be stupid to not use'. I want something like the way Fate goes. Take 2 of the game's main pairs: Shirou and Saber, and Rin and Archer. Archer can beat Saber 1vs1, even by melee (he is the game's 2nd strongest hero out of the starting 7) and Rin will totally destroy Shirou 1vs1 as well, but Saber + Shirou pair is stronger than the Rin + Archer pair. Why? Because although Rin is the 2nd most powerful Sorcerer in the game, her magic has no effect with Saber, who possesses magical immunity, in the way. Further since Saber can kill Rin easily (since Rin cannot use spells to defend herself against the magic-immune Saber), this forces Archer to stay close to protect her and despite his considerable abilities, he's obviously weaker at melee range compare to range, as his summon class would suggest. Speaking of which, this also allows more flexiblity when you can have totally different battles based on the # of characters present. Speaking of which, this allows you to have pretty interesting 'unwinnable' battles. In most RPG an unwinnable battle just means you run into some super powered guy who for some reason can't figure out he's supposed to kill you. Why not have unwinnable battles because the characters present just aren't the right type? In FF4, you can't beat Golbez until Rydia shows up, except with the system way worked there was no compelling reason to believe why you couldn't have beaten Golbez. I'd like to see battles where it is believeable the arrivial of someone actually turns the battle around. They can always copy Fate's idea... at least it's believable that having a magic-immune summon arriving tends to help a ton against the world's top 2 Magis (Rin and Ilya, who can both beat you in a matter of seconds when you fight them 1vs1).</div>
1. Some kind of movement. A simple, Tactics-style grid would suffice. However since grid tends to imply SRPG and SRPG do not typically have good sales, perhaps it can be disguised in some other way. Lunar's system would work reasonably well, but allow more freedom of movement. Why is movement necessary? Because it allows meaningful formation of your party. More on this later...
2. Non 100% to hit attacks. Not even special attacks unless it is something like a once or twice per battle thing. Tactics had a good idea with this except it is utterly trivialized by the fact that any attack that really mattered always hit 100% (swordtech, Holy, summons, etc).
3. Cover. This type of command has been in RPGs since FF4, and it has been a 100% useless command. Beyond the fact that your AI will do something like have your 1 HP character cover someone at full strength, the lack of distinction between characters makes it absolutely pointles to cover anyone to begin with. This is also allows you to have stuff like having bosses able to kill your weaker character in one hit and yet still winnable. The cover AI should exercise reasonable amount of intelligence. For example you shouldn't cover for someone if it'd get you killed unless the person being covered is guaranteed to get killed without the cover (this should be more character relationship based, i.e. in Suikoden 1 Gremio and Pahn covers for McDohl, but not in reverse). Going back to #1, there should be some distance limitations. Also, there is no reason why cover can't work for magical attacks, though its property is most likely reversed from physical (generally speaking weaker characters tend to be better against magic overall). Take Fate, there is no reason why Saber who possesses magic immunity should not defend against every possible magical attack directed at her Master, Shirou. Thus Shirou, despite having no magic resistance whatsoever, is for all practical purposes immune to magic as well when working as a team. Speaking of which, there's no reason the enemy can't do this either.
4. Area Effect attacks. Never should such attacks by the most powerful attack unless it comes with severe limitations. Going back to #2, I really like the idea with Fate how most powerful AE attacks are actually used on a single person (including Gilgamesh's attack which is classified as anti-planetary) since the AE nature of such attacks prevent evasion (characters presumably try to avoid attacks, and if you put a character at the certain of an AE attack, evasion is very unlikely). Similar to how in some FFs you can make spells target all enemies but do less damage, AE attacks should be like this. You can either use it on one target for a lot of damage, or use it on many targets for significantly less damage. When combined with #3 above it should work out that it is generally better to use 100% of AE on one person, as opposed to spread out over say 3-4 people, knowing the person with the best defense (within covering range of coures) will also defend your already spread out attack. So we actually end up with a situation like say:
Boss A B C
Boss uses some powerful magic (say, Ultima). A has extremely high magical resist, B and C does not. If boss targets A + B + C or even just B + C, A will defend for B & C's share, and with the spell's power dissapated over a large distance, the part that actually hits B & C is relatively insignificant when checked against A's magical defense. Therefore, the best thing here to do is to cast the spell on just A (covering enough area to deny evasion) and hope it punches through A's magical defense. If A was not in range to cover, the spell could kill B & C outright (at full health). This allows you to make counters where the enemy can one-hit kill your people without making it reliant on enemy being stupid and just never taking out your character in one hit.
5. Different characters should lead to very different battles. Why should you have a hard time dealing with random fiends when you have Auron, the legendary Guardian on your side? RPGs already force you to rotate your party based on some nonsensical story element (e.g. people always happen to leave and someone else happen to join to fill the role they left behind) so why not take advantage of it? Take FFX, when you get Auron, he should be like 90% of your party's power. Going back to the earlier concepts, he should also defend well over 90% of whatever comes your way (because he is obviously much stronger and ends up taking signficantly less damage). But another battle, when Auron mysteriously leaves, you have to figure out how to distribute the hits more evenly or whatever. Maybe for a battle where you're stuck with say Yuna, Lulu, and Rikku, it'd be a good idea to keep everyone spread out since no one in this party is supposed to be good against physical attack so you should always be trying to running away and put some distance while the other two range attackers (all 3 characters there strike me as range attackers) can attack without penalty of distance.
6. Teamwork. Althuogh your band of heroes are supposed to be working together to defeat an impossibly strong enemy, it sure never feels like it. I want to see teamwork actually matter, and not teamwork like 'if you put character A and B together they do this super combo move that you would be stupid to not use'. I want something like the way Fate goes. Take 2 of the game's main pairs: Shirou and Saber, and Rin and Archer. Archer can beat Saber 1vs1, even by melee (he is the game's 2nd strongest hero out of the starting 7) and Rin will totally destroy Shirou 1vs1 as well, but Saber + Shirou pair is stronger than the Rin + Archer pair. Why? Because although Rin is the 2nd most powerful Sorcerer in the game, her magic has no effect with Saber, who possesses magical immunity, in the way. Further since Saber can kill Rin easily (since Rin cannot use spells to defend herself against the magic-immune Saber), this forces Archer to stay close to protect her and despite his considerable abilities, he's obviously weaker at melee range compare to range, as his summon class would suggest. Speaking of which, this also allows more flexiblity when you can have totally different battles based on the # of characters present. Speaking of which, this allows you to have pretty interesting 'unwinnable' battles. In most RPG an unwinnable battle just means you run into some super powered guy who for some reason can't figure out he's supposed to kill you. Why not have unwinnable battles because the characters present just aren't the right type? In FF4, you can't beat Golbez until Rydia shows up, except with the system way worked there was no compelling reason to believe why you couldn't have beaten Golbez. I'd like to see battles where it is believeable the arrivial of someone actually turns the battle around. They can always copy Fate's idea... at least it's believable that having a magic-immune summon arriving tends to help a ton against the world's top 2 Magis (Rin and Ilya, who can both beat you in a matter of seconds when you fight them 1vs1).</div>