Har dee har har. Can we just acknowledge that as far as turn based complexity goes, Fo and Fo2 are near the bottom?
I dunno... I found it engaging.
Why do you think so; (I mean your specific reasons).
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Combat-wise IMO Fallout 2 improves on Fallout, and Fallout:Tactics (turn-based mode only) improves on Fallout 2.
But even Fallout allowed for the PC to attack & defend themselves, their companions, to set ambushes; to take cover, to heal themselves or their companions; their pets. It had area effect weapons; it calculated hit cones... Bullets sprayed in a pattern, and could hit adjacent (friendly, neutral, or hostile) targets. The AI supported NPC—allies for when someone hit a bystander... they would join the fight against their attacker.
All combatants could be crippled in combat, either from attacks to them, or by them—if they had an accident.
These injuries affected their performance and accuracy. Severely crippled combatants could lose the ability to use weapons; many would retreat, in attempt to escape combat.
All weapons had a luck affected, skill based chance of hitting, and of friendly-fire when they missed. Especially skilled (or lucky) strikes, could have additional—even crippling injuries; that could include instant death.
Now... Here is one: The PC could unload the enemy's gun—during combat; if they managed access to it. They could drug temporarily incapacitated enemies. They could plant live explosives on their enemies; as in knock them down, stuff a grenade in their pack, and run on to their next melee; and have the recovering enemy blow up while they were hammering on some other guy that kicked their dog.
**The oddest thing I've noticed, is probably a coincidental fluke... but the combat animations seem to be in time with the music. Anyone else notice that? (or know if I am mistaken about it?)
Fallout 2 added more: The player could push party members—if the NPC had the APs for it; (it used their personal APs to move). This meant that the player could nudge them away from an attacker, or outside of a weapon's area effect. NPCs could equip armor, and had selectable aggression profiles. HtH combat moves were changed to reflect greater HtH skill (if attained by the PC). These new attacks had tangible effects on the injured.