Yes, it is cool idea.
However, if you start something like this, I really hope such a project doesn't detract from finishing GH2.

Also... what SharkD said.
Freedom Force is really an awesome game! And, so is it's sequel:
Freedom Force vs The 3rd Reich! (SharkD's link for FF was broken, though. Try
this one.)
Actually, what really makes both FF and FFvTR shine are the fan-created mods. In particular, the FFX Squared add-on which adds dozens and dozens of new superpowers, flaws and traits to choose from - many of which can be customized in depth. Then there are literally dozens of full conversion mods. Some simply have a couple missions. But many have 10 or more missions, making for an entirely new game and experience. And finally, there are
many thousands (yes,
really!) of fan-created superhero skins and meshes so players can choose nearly any superhero or super-villain they've ever heard of - even obscure ones and costume variants and totally new heroes/critters. Actually, I have several gigabytes of downloaded mods and skins/meshes. And I'm still finding new skins and meshes I missed.
For that matter, Disgaea is awesome too - in it's own, twisted way. Though, Disgaea would have been more fun if it didn't take
forever to level up and explore your weapons!
Obviously I'm a fan of RPGs and Tactical RPGs in particular. I loved Final Fantasy Tactics and Disgaea. And I recently started to appreciate Front Mission. I'm actually kinda sad that nearly all new games go the real-time 3D route with fancy graphics and I feel that gameplay is
so much more important. I don't believe a Tactical RPG Superhero game has been done before, so it looks like you'd be breaking new ground.
The kind of Superhero game that allows full character customization really interests me. And one reason is because they seem so rare. The only ones that come to mind include Freedom Force, City of Heroes MMORPG, and the new Champions MMORPG.
Usually, superhero games are very, very limited on what the player is allowed - and that's always a huge turn-off for me. The plot is fixed, the villains are fixed, the hero(s) are fixed, the setting is fixed - heck, even the path of game progression is usually fixed! It makes replay value almost nilch.
The only superhero game of that sort that held my attention enough for a reply was Justice League Heroes (PS2) and that was because: 1) It was pretty fun playing with friends in multiplayer and 2) there were enough witty superhero comebacks, powerups, moves to unlock, and hidden characters to unlock to make it worth my while.
I guess what I'm trying to say is: These are the sort of game elements I like in a superhero game. (Ditto on the dislikes.) But if I had to choose one element as most important, for me it would be character customization - hands down. In most RPGs the most important factor for me is item or weapon customization. But when playing a superhero, frequently, you
are your weapon.
Quoting: Joseph Hewitt
The PC would begin with a small team of heroes (3 members?) located on Earth. These heroes may be moved around the star-map to investigate and counter threats, such as super-villains, monsters, or evil star-gods. Game time is measured in an arbitrary scifi time unit roughly equivalent to seven Earth days, which we will call a "week". During a week the heroes can be moved around, can have adventures on whatever planet they're on, and so forth. Completing adventures earns rewards which can be used to recruit new members, upgrade equipment, and whatever else.
Hmm... So far, aside from the heroes not having superhuman powers, it sounds vaguely reminiscent of games like
Cyber Knight I & II (see also
here) (SNES),
Starflight (PC DOS, Tandy, Sega Genesis, Amiga, Atari ST, Macintosh & Commodore 64),
Starflight 2 (PC DOS), and
Iron Seed (PC DOS).
As for mission rewards, it could vary. It could be cash, an item of certain value and rarity, a treasure map, some sort of free service, a new recruit, etc. And every successful mission should give more Renowned, which allows for more dangerous missions, recruiting more or better team mates and other perks.
Why start with 3 members though? I suppose running a starship
might require a crew of more than 1 or 2. But then, I think a single character could either pay for passage aboard a starliner or hitch a ride... until they obtain their own ship (purchase, gift, or salvage) and crew (either recruited, hired, or built) later in the game.
BTW: If you must fight monsters and/or evil star-gods, then why not also give players the opportunity to tame a monster as a pet or even befriend a friendly star-god? For that matter, perhaps the player could also choose a weak, level 1 demi-god as a starting character? If balanced for gameplay, he'd be much like a regular superhuman - merely with unusual origins and parentage.
Also, one of the aspects of
Well of Souls (PC) that I found most entertaining was the ability to tame any monster you encounter (provided you're high enough level) and raise it as your pet. You could even feed it your discarded weapons and armor to make it stronger. It was also a very entertaining part of
Legend of Mana (PS1).
The way I see it, superhuman powers in a sci-fi setting can come from a variety of sources:
* Metahuman genes (The natural, inherited way)
* DNA Experiment ("Gene-splicing, for a better tomorrow?")
* Super Soldier Formula (Transhumanism through chemistry)
* Esper (Natural powerhouse of the mind, unlocked due to trauma)
* Esper Experiment (Formerly weak psionics, artificially stimulated - ala, Spriggan)
* Ancient or alien magic (Do you believe in magic?)
* Alien DNA (Alien parent(s)? Or government experiment?)
* Gadgeteer (Man of a thousand toys - ala, James Bond, Batman, or Technomages in B5)
* Cyborg (Man... or machine? - ala Robocop, or Inspector Gadget)
* Robot (I think, therefore I am)
* Demi-god (Half god!)
* Peek of Human Perfection (Perfect physique & expert training - ala, Batman)
Quoting: Joseph Hewitt
If anyone were to develop this game I'd love to play it. Sounds like a lot of fun.
It does. But I'd say a lot depends on how it was implemented. For instance, how big is the explorable area on each planet? If it's only one small dungeon-size map, it would seem done a bit 'cheap' to me. (Though, I realize making unique maps for each planet would be hugely time consuming.) Instead, I hope each planet could have one of several (but colorful) background images with the menu of choices and then the terrain would be randomly generated. The background image and menu thing was a popular way to do the planet hopping thing with old DOS games like MechWarrior and Wing Commander: Privateer.
Also, one of the aspects of Disgaea (and, to a lesser extent, other Tactical RPGs like FF: Tactics and Front Mission) that I find most alluring is the variety of awesome combat moves. That is, the animations. But developing fancy combat animations would probably take serious time and talent - unless they could be borrowed (with permission) from another opensource game.
That said, one feature that is sure to make nearly any game more fun is online muliplayer capability.