I hope to have that in spades. Originally I planned for a cast of 12 PCs with some secret characters, but after examining the plot I've decided it makes little sense to leave characters as optional.
16 characters with the end game chapter being split into two separate groups. Each character will have access to 4 jobs and will be able to change between them in combat. Each character will also have a self mechanic that is repeated in most of their jobs.I intend to make combat overly complex. I havent decided between CTB or ATB yet but I know I want:
Break/Launch status ala 13, maybe with topple from xenoblade added in
Either elemental chains or field effects ala ff11 and chrono cross
Turn banking, ala ff13 or bravely default
A complex auto attack system somewhat like chrono cross and xenogears where over time basic swings are replaced with weapon skills and plunge attacks
Large enemies that have multiple HP bars, many of which act as palings and have specific damage type requirements ( Must use swords, must use guns, must use element XXX, must use ancient weapons)
A licence board/sphere grid system that unlocks your extra classes and abilities ( a handful of the cast starts with more than 1) with an emphasis on gating things away and either or choices. Gates will be opened by sacrificing a mastered weapon or permanently binding an eidolin.
Assist attacks that use your benched characters. This can be coming in to cast Mighty Gaurd, Working together for X slash, or for some classes potentially bringing in a summon or monster
Limit gauges for both individual characters and party members.
Cast of characters include: two protagonists, one a theif/blue mage with a gunblade, the other is an Artist
your classic 4 female archetypes
4 knightly fellows
3 old geezers
a terra/zidaine type otherwordly character
a moogle
an edgy dark guy
Locations include: The future, the past, the feymarch (a very mana series inspired world) and Hell.