FF-style = yuck. Turn-based tactical like Dofus and Disgaea = very yes *thumbs up*What about Sacred Seasons? Also:
I honestly don't see why it hasn't already been at least attempted in graphical MMO yet.
Wizard 101 is a card/deck system so it doesn't count, but I'm not familiar with the others, they might be FF-style. Certainly there are a ton of virtual pet sites with Pokemon-influenced rock-paper-scissors turn-based combat.
Ahh didn't know of a few of those. cool. They are similar, but not entirely what I envisioned.
Also, if by tactical you mean the systems where you have to move your characters along on a grid, in my personal opinion I completely hated that. For enemies I could easily defeat, it would take forever just to move my characters into position just to 1 hit them.
But I did envision a grid like combat system. You wouldn't have to move characters, but different attacks etc... would attack in a different pattern on the grid for damaging multiple enemies at once. Also part of the design I've been thinking off is to have the attacks of the players be modifiable or entirely custom created all togeather.
So for example, I could design a grid pattern, and then say ok on the center cell I want to use my "flame tornado" effect, and on the 2 adjacent cells I want to use "snare". These abilities would be created from objects/elements found within the game. So for that example attack I would have to use (making this up as I go), a "flame tornado" crystal and 2 snare crystals.
This gives a better understanding for me desire for a turn-based system so I could have these player created abilities. I could even get more advanced and have projectile type crystals that can split at cells and create cascading effects etc...
I dunno, just brainstorming lol. Thanks for your input.