To me the best combat systems in RPGs are all about the ability to enable orders and have characters actualy react to those orders in a believable manner and encounter design.
While Turn based combat is very engaging in games like Wizardry because of all the options available for combat (using mental attack spells to turn enemies crazy or damage their armor insteda of just chucking fireballs) in some games like the earlier Might and Magic it was a much fast paced les tactical approach where of you had the correct equipment and damage spells you were fine too.
I think that turn based is a remnant of the old table top RPGs which is best for maximum control over abilities and combat micromanaging...but in reality combat would be much more like Darklands or the IE games; throw in a potion or spell while wailing with ranged attacks for melee based enemies or rushing in to engage magic users or long range enemies is the principle but that can turn very fast into an Ultima 7 15 second kiddie park free for all
While Turn based combat is very engaging in games like Wizardry because of all the options available for combat (using mental attack spells to turn enemies crazy or damage their armor insteda of just chucking fireballs) in some games like the earlier Might and Magic it was a much fast paced les tactical approach where of you had the correct equipment and damage spells you were fine too.
I think that turn based is a remnant of the old table top RPGs which is best for maximum control over abilities and combat micromanaging...but in reality combat would be much more like Darklands or the IE games; throw in a potion or spell while wailing with ranged attacks for melee based enemies or rushing in to engage magic users or long range enemies is the principle but that can turn very fast into an Ultima 7 15 second kiddie park free for all