I want it!
lol.
As for the battle system, I think something like Final Fantasy XII's battle system could work. The whole gambit system is actually quite brilliant once you figure it out, and it's a good way to control 6 different characters without your head exploding.
I havent actually played XII so I don't know how different it is, but the PC Animorphs game uses the turn based combat
It actually worked a lot like programming, funny enough.... Which I only really noticed because I was taking a programming class at the time that it came out. *shrugs*
But yeah, basically, you pick up different commands that you can do, and then organise them in order of importance. Then, the game will do them automatically when the scenario comes up. Like, for example, I had my tank set to:
-Attack (Hostile target: lowest health)
-Cure
-Haste/Float/some sort of buff
So that way, my tank would always attack first, and then cure and buff him/herself once the battle was over. And then I had my healer set up something like:
-Curaga (Party member: health>25%)
-Attack (Hostile target: lowest health)
-Buff
That way, the healer would automatically heal anyone who's health dropped too low, but would still be attacking if no one needed healing.
And there'd be extra attack options, too. Like, you could have Attack (Hostile target: nearest) or Attack (party leader's target). Heck, you could even set it to attack your teammates if you were really bored.
But yeah, you'd essentially set up what your action is on one tab, and what the target is on the other tab. And then put them in order of importance.
Obviously, for an Animorphs game things like healing and buffing wouldn't quite work, since there's no magic. But, the automatic-ness of it is good. So, like, you can maybe have them set up to seek a hiding spot to demorph if your health gets too low, or something.