Ezekiel RoT said:
Also the SPECIAL system can be implemented into real time because its a stat and skill based system
Actually, it couldn't. SPECIAL wouldn't work "as is" in realtime. If it accomodated both systems, there wouldn't have been a need for changes to it during VanBuren's development cycle in the first place, now would it?
it can make the exchange and still hold up, even though it hasn't been done yet Im sure the original Fo3/ Van Buren was going to have all the kinks worked out if it was able to be finished. Its a really well made system and switching from turn-based to real-time isn't that large of a leap. but these are still only my opinions.
I think there are some things you haven't noticed.
Suppose you're playing Fallout in a realtime, first-person environment. If you're playing a game as a first-person shooter, then what happens to a
character's agility? It's useless, because you have the
player's agility controlling it. If you're playing a game as a first-person shooter, then what happens to a
character's Perception? Again, it's useless, because you have the
player's own perception determining wheter he hits things or no. When you play Quake, you hit things because you aim yourself, not because the character has X value in a skill that determines his chances to hit. And if you have this happening, what happens to those two attributes? Useless. At that point, its no longer SPECIAL, it's SECIL.
If you go outside character attributes, then you also have skills. What happens to your weapon skills in an FPS? Weapon handling skills in an FPS are handled by the player; again, not by the character. Small Weapons, Heavy Weapons, Energy Weapons - all working based on the player's skill to effectively use weapons, specially with Perception out of the picture.
You could make it like Deus Ex. You could have the character need to upgrade his weapon skills to better use them... but there was a reason why they were removed, it's because they removed the immediacy of real time, first person combat. FPSs are usually about twitch reflexes. If you have a system ruled by players' skill (FPS), and you try to place barriers to the players' skill (ie, the need to increase skills), then it crumbles.
Even if you simply place it in realtime but do not change the PoV, again, this causes problems. Combat ends up being hectic and will require the addition of pausing. Which begs the question: if it requires pausing, then why not just include turns and give the players options to speed up the process?
If it switches to a first-person PoV, but maintains the turn-based component, than it
could work. But i'm not holding my breath.