What's wrong with the repair system? All i can think of is that i should be done at a workbench.
Nothing. I was just using it as an example. Were it broken, one could say that it doesn't matter because that's not a focus of the game, or that other things should take precedence - but it doesn't mean that it should also work right if it's going to be in the game at all. So, the combat elements need to be up to par as well - were it a turn-based game like the old ones it would still need to be as good a turn-based game as possible - if it's not a priority at all, then maybe it's an element that could as well have removed to spare up resources for other parts of the game.
Heh, that really doesn't minimize it nor make it less frantic. You'd still have to keep firing and observing them as they, supposedly, attempt to flank while shooting at you - although if the AI weren't to be improved, then I guess it'd make combat a bit less frantic than if it were. Cover system basically just allows you to be in a movie-like gunfight (read : lots of chaotic shooting, etc) and not die. But then again, I'm applying other FPS' cover systems to this (but that's as good as it can be, anyway). The shooter combat doesn't have to be as good as it can be though, it just has to be good as it has to be given the nature of this game. Problem is, as I see it, the more you beef up the shooty parts, the RPG part will invariably suffer for it.
Well, maybe that's just how I play. In Fallout 3 I pretty much just stand still and shoot while waiting for my VATs to charge up. It's already a frantic gunfight with lots of chaotic shooting while keep firing and observing them as they supposedly attempt to flank you. Why not make it bit more thoughtful and tactical, while also allowing the player the opportunity to press a button to lock onto a cover position to slow down the action? And I do think it would pretty much automatically lead to improved AI - it'd be easier to program the AI to make use of cover if that's already an implemented game mechanic.
If the enemy is also being careful and moving in and out of cover, then they won't just be running around the landscape willy-nilly while firing at you. That in itself is going to help make the game less frantic.
I'd agree, there's other things I'd like to see improved if I was going to make a list. But that conversion's being done to death in other threads - I'm more interested in the moment at all things I've like to see next time around and discussing their advantages and disadvantages, without worrying about playing at a video game developer and talking about relative priorities and whether it's feasbile.