Okay, so there is this genre of tactical rpg that has been around for awhile. Fire emblem, Tactics Ogre, Wesnoth, those sorts of games. Well I've always wanted that genre to be taken forward in time either to a dystopian *punk setting or into a spaceship-battling setting, but only so as to enable to following mechanic.
I want to be able to manage characters on the ships (or vehicles or whatever) with a concept of these characters being 'hero' type individuals that are better than the default crew and gain skills/perks and stats as they experience. (Based on what they experience-- I.E. a gunner who fires at an enemy and accidentally hits a nearby friendly instead might get a perk that lowers friendly fire chances but makes them take slightly longer to aim when friendlies are near the target. A character who successfully gets to the escape pods in time when their ship is blowing up will familiarize themselves with the escape routes of every ship they get onto thereafter.) The idea would also be that these characters arn't set a roll(Gunner, pilot, engineer, etc), but rather can fill in for any available roll on the given ships(Of which there are far more than characters, unfilled ones get filled by 'generics' that function about the same as a low level character that has average applicable stats ).
I also want it to have a rag-tag and frantic sort of feel to it-- like a rebellious group rising up or something like that. Such that ships get modified as the campaign goes on based on the characters assigned and the things happening to a ship. (Like if a ship keeps taking a heavy beating every combat and has a particularly smart and innovative engineer, he might rig up stronger armor or repair nanobots or something like that on the ship. If a ship is in the habit of moving a long distance during combat a lot, faster engines or bigger fuel tanks might be rigged up.) Finally, add in a real sense of time between missions by making it mean something: If two missions are close together time-wise, perhaps the ships that took damage won't be fully prepared, or even reloaded. Give the player some control over this though, allowing them to delay some missions or such, though always with the knowledge that time is not on their side.
All in all this idea appeals to me mostly out of the desire to manage a large group of unique growing characters, which is something I haven't been able to find done very often.