GhostWhoTalks
First time out of the vault

I will freely admit up front that I grew up on Wasteland and thus there may exist some sort of nostalgic value for me, but with that said I put forward that there exist some very real, and substantial benefits for adoptings a "phase based combat" system.
Problems I see in the current system:
One: The Fallout NPC interface is awkward and doesn't accurately reflect true interaction. The NPCs are not automotons, and this is something I'm sure we can all agree we wish to avoid: NPCs as automotons.
Two: NPC interaction caused scenarios to occur which ranged from stupid (Sulik switching to a sledge hammer versus an Enclave soldier) to downright aggravating (Sulik going full-auto with his gun imbedded in my back side).
Now I am willing to grant that NPCs should have weapon preferences (sniper types should prefer the long rifle), but military characters who are aware that their preferred weapon will be ineffective should not switch to it. I would make allowances for civilian characters who might be scared, hurt, etc making stupid decisions, because that is understandable.
Areas of possible improvement:
Tactical Flexibility: And by this I don't mean different weapons and skills usable in combat. (more on this later)
Charisma's importance: Charisma had a sideline role in the previous Fallouts, and this is something which I think should be avoided.
My solution:
Start by removing that NPC interaction HUD. For simple things like armor and weapons the main character should have to provide a DAMN good reason why the NPC should NOT switch to the better armor or weapon. To bear this out to completion the PC should be able to tell the NPCs that we are going to be fighting certain monsters (robots) or going into a harmful area (radioactive) which require special considerations and the NPC can react accordingly. Characters will have set preferences according to how they act and what they wish to equip, but will take information gleaned from encounters and PC input into account.
During the "planning phase" the main character issues orders or commands to the NPCs. This accomplishes several things: It will remove the NPC as a kind of automoton, it will allow for greater tactical flexibility as you will be able to issue a range of commands to your NPCs, and it will make the NPCs seem more real as the possibility of disobeying an order will exist.
Whether or not an NPC will disobey an order will be based upon the character's leadership score (derived from the character's charisma), and thus charisma will now not only dictate how large your party can get, but also how effective you are as a leader. Certain other factors like whether or not the character is military or civilian, whether the order is morally objectionable, whether or not the order fits the characters combat preference, etc could all be secondary factors.
So when the "planning phase" starts the HUD will display and orders section and character action section. In the orders (or commands haven't decided which sounds better) section the option will exist to target which party member(s) you wish to address and which type of order to you wish to give. The two types of orders will be "Tactics" and "Formations."
"Tactics" will consist of individual strategies which you wish a given character to perform. This will include things like "Cover me," "Follow Me," "Fire at Will," and "Lay Down Suppressing Fire." These options are all self-explanatory (and, yes, suppressing fire would be a reality).
"Formations" will consist of how the characters wish to position themselves. This will include things like "Offensive," "Defensive," and "Ambush." "Offensive" would result in a staggered formation (so as to avoid shooting each other and prevent enemies from targetting more than one character with an attack) with military NPCs seeking out areas of tactical superiority like higher ground. "Defensive" would result in NPCs seeking effective cover with military NPCs positioning themselves so as to cover each other's flanks. "Ambush" would result in characters seeking positions to hide in with stealth trained characters seeking areas of color matching.
Characters will possess the ability to distribute their action points during the "planning phase," which will thusly determine what the characters do AND in what order. Mutually exclusive events due to characters attempting to engage in same action point cost maneuvers will have the outcome adjudicated by initiative, thus two characters moving into the same square will be avoided by having characters with higher initiative have their same action point cost actions performed slightly before other characters. A character could decide to use 2 action points to move out from cover, then use 3 action points to shoot, then use 2 more action points to return back behind cover. The amount of action points it takes to complete the action will determine how long it takes to accomplish said action either because its execution takes longer (i.e. first aid) or because one spends longer performing the action (i.e. full auto attacks). This will create the effect of allowing the player see their character moving in combat instead of having to imagine it as in a turn based combat.
Issues:
Battle could get boring with characters constantly moving in and out from cover to shoot.
Action points could get scarce by dividing them up between actions and movement.
Player will be unable to interrupt the "execution phase" of combat.
Addressing the Issues (in order listed above):
There will be two means of dealing with characters who try to use cover and and fire as their only means of attack. The first would be to designate one's action points into "waiting." Since one will be waiting for another person to act, this will grant a temporary initiative bonus when the character does perform their action. Thus a character could choose to wait 2 action points for someone to decide to pop out from behind cover only to hit them with a full auto. The temporary initiative bonus will help make sure the person waiting acts before the person they are waiting for.
The second option, which is much less ammo friendly, will be suppressive fire. The option will exist to shoot at a deisgnated character's position instead of at them, and thus a character could decide to spend 5 action points shooting full auto at a location whereupon if the opponent stands up or moves out from behind cover they will get hit if it occurs within that 5 action point time spread. The suppressive fire option serves several purposes. In addition to punishing opponents who choose cover which does not allow for lateral mobility it also serves to allow for characters who use short range attacks (melee people for instance) to get in close without getting shot as much and it makes weapons which have larger ammo capacity more desirable (thus miniguns with 200 ammo capacity will be much desired).
I am fairly sure action points would get too scarce by dividing them up, and thus I suggest the addition/creation of bonus movement points which can only be used on movement (not unlike what the bonus movement perk does). In order to make this most effective a standardized amount of base movement and action points would have to be decided upon, and then agility could provide a bonus to both action and movement points.
I do not consider the inability to interrupt the "execution phase" of combat to be a flaw in the system. Certain perks might grant characters the ability to perform interrupt maneuvers (like counter blows or side stepping attacks) during the execution phase (though I freely admit those would all be scripted events). But my main point is that the lack of interrupting the "execution phase" forces the player to be much more strategic in their decision making. The turn based player sees an ambush one at a time, and has time to react to his foes as they come up. This greatly diminishes the value of an ambush, and really strikes me as odd. I mean come on: *time out bad guys. I'm going to assign new actions now that I know you are ambushing me* doesn't strike me as a sound way of encouraging strategic play.
I think it is a good thing to reward good strategy and punish bad strategy. So when the characters charge the enemy position guns blazing the characters will likely get destroyed by an enemy ambush. Whereas the player who has a stealthy character scout out the enemy positions or (Even better) has a character infiltrate the enemy organization to learn the location of their guards is afforded a real strategic advantage over the player who did not engage in any information gathering techniques. I would like to see infiltration, espionage, and scouting afforded a greater role in the Fallout universe and this would be one way to do it.
I welcome critique.
Problems I see in the current system:
One: The Fallout NPC interface is awkward and doesn't accurately reflect true interaction. The NPCs are not automotons, and this is something I'm sure we can all agree we wish to avoid: NPCs as automotons.
Two: NPC interaction caused scenarios to occur which ranged from stupid (Sulik switching to a sledge hammer versus an Enclave soldier) to downright aggravating (Sulik going full-auto with his gun imbedded in my back side).
Now I am willing to grant that NPCs should have weapon preferences (sniper types should prefer the long rifle), but military characters who are aware that their preferred weapon will be ineffective should not switch to it. I would make allowances for civilian characters who might be scared, hurt, etc making stupid decisions, because that is understandable.
Areas of possible improvement:
Tactical Flexibility: And by this I don't mean different weapons and skills usable in combat. (more on this later)
Charisma's importance: Charisma had a sideline role in the previous Fallouts, and this is something which I think should be avoided.
My solution:
Start by removing that NPC interaction HUD. For simple things like armor and weapons the main character should have to provide a DAMN good reason why the NPC should NOT switch to the better armor or weapon. To bear this out to completion the PC should be able to tell the NPCs that we are going to be fighting certain monsters (robots) or going into a harmful area (radioactive) which require special considerations and the NPC can react accordingly. Characters will have set preferences according to how they act and what they wish to equip, but will take information gleaned from encounters and PC input into account.
During the "planning phase" the main character issues orders or commands to the NPCs. This accomplishes several things: It will remove the NPC as a kind of automoton, it will allow for greater tactical flexibility as you will be able to issue a range of commands to your NPCs, and it will make the NPCs seem more real as the possibility of disobeying an order will exist.
Whether or not an NPC will disobey an order will be based upon the character's leadership score (derived from the character's charisma), and thus charisma will now not only dictate how large your party can get, but also how effective you are as a leader. Certain other factors like whether or not the character is military or civilian, whether the order is morally objectionable, whether or not the order fits the characters combat preference, etc could all be secondary factors.
So when the "planning phase" starts the HUD will display and orders section and character action section. In the orders (or commands haven't decided which sounds better) section the option will exist to target which party member(s) you wish to address and which type of order to you wish to give. The two types of orders will be "Tactics" and "Formations."
"Tactics" will consist of individual strategies which you wish a given character to perform. This will include things like "Cover me," "Follow Me," "Fire at Will," and "Lay Down Suppressing Fire." These options are all self-explanatory (and, yes, suppressing fire would be a reality).
"Formations" will consist of how the characters wish to position themselves. This will include things like "Offensive," "Defensive," and "Ambush." "Offensive" would result in a staggered formation (so as to avoid shooting each other and prevent enemies from targetting more than one character with an attack) with military NPCs seeking out areas of tactical superiority like higher ground. "Defensive" would result in NPCs seeking effective cover with military NPCs positioning themselves so as to cover each other's flanks. "Ambush" would result in characters seeking positions to hide in with stealth trained characters seeking areas of color matching.
Characters will possess the ability to distribute their action points during the "planning phase," which will thusly determine what the characters do AND in what order. Mutually exclusive events due to characters attempting to engage in same action point cost maneuvers will have the outcome adjudicated by initiative, thus two characters moving into the same square will be avoided by having characters with higher initiative have their same action point cost actions performed slightly before other characters. A character could decide to use 2 action points to move out from cover, then use 3 action points to shoot, then use 2 more action points to return back behind cover. The amount of action points it takes to complete the action will determine how long it takes to accomplish said action either because its execution takes longer (i.e. first aid) or because one spends longer performing the action (i.e. full auto attacks). This will create the effect of allowing the player see their character moving in combat instead of having to imagine it as in a turn based combat.
Issues:
Battle could get boring with characters constantly moving in and out from cover to shoot.
Action points could get scarce by dividing them up between actions and movement.
Player will be unable to interrupt the "execution phase" of combat.
Addressing the Issues (in order listed above):
There will be two means of dealing with characters who try to use cover and and fire as their only means of attack. The first would be to designate one's action points into "waiting." Since one will be waiting for another person to act, this will grant a temporary initiative bonus when the character does perform their action. Thus a character could choose to wait 2 action points for someone to decide to pop out from behind cover only to hit them with a full auto. The temporary initiative bonus will help make sure the person waiting acts before the person they are waiting for.
The second option, which is much less ammo friendly, will be suppressive fire. The option will exist to shoot at a deisgnated character's position instead of at them, and thus a character could decide to spend 5 action points shooting full auto at a location whereupon if the opponent stands up or moves out from behind cover they will get hit if it occurs within that 5 action point time spread. The suppressive fire option serves several purposes. In addition to punishing opponents who choose cover which does not allow for lateral mobility it also serves to allow for characters who use short range attacks (melee people for instance) to get in close without getting shot as much and it makes weapons which have larger ammo capacity more desirable (thus miniguns with 200 ammo capacity will be much desired).
I am fairly sure action points would get too scarce by dividing them up, and thus I suggest the addition/creation of bonus movement points which can only be used on movement (not unlike what the bonus movement perk does). In order to make this most effective a standardized amount of base movement and action points would have to be decided upon, and then agility could provide a bonus to both action and movement points.
I do not consider the inability to interrupt the "execution phase" of combat to be a flaw in the system. Certain perks might grant characters the ability to perform interrupt maneuvers (like counter blows or side stepping attacks) during the execution phase (though I freely admit those would all be scripted events). But my main point is that the lack of interrupting the "execution phase" forces the player to be much more strategic in their decision making. The turn based player sees an ambush one at a time, and has time to react to his foes as they come up. This greatly diminishes the value of an ambush, and really strikes me as odd. I mean come on: *time out bad guys. I'm going to assign new actions now that I know you are ambushing me* doesn't strike me as a sound way of encouraging strategic play.
I think it is a good thing to reward good strategy and punish bad strategy. So when the characters charge the enemy position guns blazing the characters will likely get destroyed by an enemy ambush. Whereas the player who has a stealthy character scout out the enemy positions or (Even better) has a character infiltrate the enemy organization to learn the location of their guards is afforded a real strategic advantage over the player who did not engage in any information gathering techniques. I would like to see infiltration, espionage, and scouting afforded a greater role in the Fallout universe and this would be one way to do it.
I welcome critique.