I'm just gonna slap it here instead of making a new thread (it fits the title of the thread at least).
After finishing JA2 for the 3rd time, and many hours of x-com, I started thinking what I would I like to see as the next step in term of realism in the genre, here is my mental draft.
Take the JA2 combat system as a basis, and change the following:
1) When you click "end turn", both your action and your opponent (computer/human) action get executed simultaneously, from start to finish (*1) without player intervention.
2) Interruption action is pre-programmed/pre-scripted, by you by some (*2) semi automated mechanism or manually or both.
*1 optional: interruption action can be manually dictated, with some penalty of action points (decision time penalty?).
*2 - (example/draft of) Semi automated mechanism
Attack priority modes: (x) (y) (fire)
(x) - grenade then act/no grenade
(y) - change stance to run (charge), walk, stand, crouch, prone.
(fire) - can be: snap, aim(level of aim?), auto snap (snap auto?).
Defend priority modes: (x) (y) (z)
(x) - grenade then act/no grenade
(y) - change stance to run (away!), walk (backward) stand, crouch, prone.
(z) - open fire, do nothing (assuming stealth), move (assuming stealth).
That’s is really.
edit******************************************************
Some more mental notes.
All action is prescripted (sorry my bad), with up to different 2 interruption action scripted.
Example 1
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Action script:
1) walk to (*1) (x.y), interrupt script #1
2) crouch, (stance change untagble (<- defiantly not a word) for interaction script ).
3) wait, interrupt script #2
Interruption script:
#1: prone and fire at interaction causing enemy.
#2 fire at interaction causing enemy.
Example 2
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Action script:
1) run to (X.Y) + fire, interrupt script #1 (*1)( (*2)
2) (*3) as action 1) interrupt script #2
Interruption script:
#1 prone + grenade at at original targeted enemy.
#2 prone.
(*1) use JA2 footprint like indicator or a more advance / other technique to tell the player how far he can go and still have enough AP for a certain action.
(*2) Charge / fire+movement is something a marc should definitely be able to do.
(*3) the marc still has enough AP for Interruption script #1.