I've been a big fan of various turn based games like NetHack style roguelikes (time passes when you take a step), Shining Force, Fallout 1 & 2, Arcanum (which uses the same system as Fallout 1 & 2) etc. Lately I've been musing about adopting that style of combat where players have time to think their actions and make a choice.
Never mind how difficult this may be in Construct 2, I want to at least try anyway. The following is a list of what I like and would like to mix together from other turn based style games:
Time only passes when you take a step or an action. You can move as quick or slow as you want and it won't affect the status of your game play. This let you have time to make decisions in hectic battle but also let you breeze through pests.
Fallout 1&2, Arcanum
You can switch between real time or turn based combat, which again let you breeze through pests or give you more time to make choices for combat actions. Additionally, your character has something like a charge that regenerates over time, determining how many things you can do before it's someone else's turn to do something. The charge cost of the action also says something about how long that action takes to complete. For example, it takes a charge to walk one step and 3 charges to reload your gun.
Real time combat with auto-pause option when it's your turn to do something, so you can still think for your combat action or breeze through pests.
A completely different game from the above, but I want to toss this into the mix of inspirations here because, perhaps a character's movement in a turn based environment in combat can be restricted by a boundary of freedom, rather than costing charges to move, and charges can be used for non-movement related actions like casting a spell or swing at a direction.
I'm sorry if these sound confusing to you. Please don't hesitate to say so and I'll be happy to clarify. Just want to start a discussion and idea exchange about reviving these turn based elements in games. What are your thoughts? Or confusions?