Hey Tush,
I'm not saying that passion is a bad thing... Just saying that it alone is not capable of seeing a project this big off the ground. If that were true, then AE:HU, CC:DBT, CT:AE and all the other Chrono fan games would have made it off the ground. I know that there were technical limitations to some extent, but let's not forget the real world applications at work here.
Also, if you feel very strongly about reworking CE, I'd honestly recommend you contacting Giro / Ruby Dragoon over at the Flames of Eternity. I'm completely serious. I mean, Flames of Eternity is a more completed version of Crimson Echoes, but you never know what they'd be willing to do. Just a thought. You could always work with us AND work them, that way you get your creative desires completely fulfilled.
Moving on, I think there are some good questions in those you proposed, Tush, but some of them don't apply in this scenario. This is essentially a "start up" venture, and it's completely different from an established project with an established organization. Some of these questions are null and void (crossed out), while others are future-oriented and italicized; it is simply too early to try to answer those questions.
Development:1)
What are we targeting?2)
Depending on platform targets, what engines and toolkits will we be using?
3) What niches haven't been filled already? Or do we intend to piggy-back on existing genres and models?
4) What are competitions not doing right?
5) What Supplies are consumers looking for that don't exist yet? What would get them to pay?
6)
How do we prevent piracy effectively? Should we go with the Angry Birds model?7)
How do we intend to monetize? What's our business model, and how are we distributing?8.) Who will begin the Design Document? Where? How?
Story and Gameplay:9) What is the story about? Describe in only three sentences.
10) What is the synopsis of the story? Within one paragraph.
11) Who is the protagonist? Within one paragraph.
12) What is the game, environment and setting like? What will it look like? What will it feel like? 2D or 3D, or something in the middle (like CC)?
13) How will we produce the game?
What are our goals?14)
What's so special about the game? What and how will it sell?15) What Language of implementation can we afford currently, based on our targets?
Practicality:16)
How much Time can we afford to invest in this? What are our (realistic) deadlines?
17)
What is our budget of production? What kind of rewards will the developers (writers, artists, programmers, etc.) will obtain from this?18.)
What quality is our end-goal?