Just because something has had its day doesn't mean that it had to come first, just that its had its day. In other words Turn Based Combat is annoyingly limited, how far you can run to find good cover, your limited in the actions you can do, it may be harder than real time combat which can be pretty annoying as well if your out gunned or vastly out-numbered but Turn Based is well, worse and should be left in the past where it belongs. Weren't all those adventure games on the Commodore 64 Turned Based? There wasn't a decent adventure game until Dungeon Master on the Atari ST, now that was a game that Smacked it Hard!
Is that to say it can't be done better than how it's been done before and thus shouldn't be even attempted?
Yes, that seems to me to be a rather limited viewpoint, I find. Look what would have happened if everyone had said the same thing about First-Person Shooters back in the day of Wolfenstein. ("FPS games had their chance, but they're so limited - you can't even look up or down, it's only about moving around same-sized corridors that all look the same, and there's really only like two enemies with different sprites through the whole game.")
There's also a couple of points I'd like to nit-pick, while I'm here:
...how far you can run to find good cover, your limited in the actions you can do, it may be harder than real time combat which can be pretty annoying as well if your out gunned or vastly out-numbered...
I think that's not really grasping the underlying logic behind turn-based games, and their parallels in real life (and real-time action games.) In turn-based, we're dealing with what you're able to accomplish in a set amount of time. This holds true regardless of whether you're playing in turns, or in real-time. If you can't make it into cover before the end of your turn (giving your enemies a chance to shoot you during their turn,) then the same would have applied in a real-time context, as well. If, say, a round of turns is supposed to equal 3 seconds, and you can't find cover during your turn - then that means that in real-time you wouldn't have made it there in those three seconds, either. There's no more limitation in that regard than you would in real-time. The "rules" are actually rather the same, it's more of a difference in how those are all implemented.
Ditto with "your (sp) limited in the actions you can do." There are no inherent limits to the variety, or quantity, of actions you accomplish in a turn-based game - any more than you would have in a real-time game. Sure, there's only so much you can do in one turn - but once again, don't overlook the primary conceit or a turn-based game. If you wouldn't have had enough... say, "Action Points" during your turn to do everything you wanted, then you wouldn't have had
actual time to do that much in the same amount of time in a real-time game. (For example - sure, you can shoot one supermutant three times, run into cover, reload, shoot another supermutant, and then move to another cover location in real-time. But things are also happening concurrently with all of those actions. They all take time to accomplish. All turn-based is doing is separating those actions into quantifiable segments of time.)
And I would argue that turn-based has the potential to open up an
even greater variety of possible actions and animations than what you would see in real-time. In any action game, you're limited by the controls. For any action you want the character to be able to accomplish, there's only so many buttons on the controller (or keyboard) available for use. Even lumping a number of them into context-sensitive button presses only goes so far. With turn-based, you are not limited to only what the player can reasonably be expected to utilize with a controller.
Let's look at a simple sword swing in a real-time game. You probably only have one button that swings that sword. You can aim at what body part you want to hit, and it might play different animations on some sort of repeating cycle, but basically you're limited to "swing my sword at this area." That's not the case with turn-based games. Rather, there's the potential for all manner of options. Do you want to slice, stab, feint, block? Which direction do you wish to attack from? Can it be chained into a further combination? Do you want to pull your blow to do less damage, add more power for greater damage at the cost of accuracy? And that's just off the top of my head. And it's only taking one action out of any variety of possible ones - all of which could lead into modifying further actions.
So, no. I don't agree with the argument that turn-based is somehow inherently limiting.
...it may be harder than real time combat which can be pretty annoying as well if your out gunned or vastly out-numbered but Turn Based is well, worse and should be left in the past where it belongs...
That, again, is sort of missing the point. There's nothing inherently more challenging about one form over the other. If many turn-based games are a bit more unforgiving, or more difficult to master, than a real-time game - I think that's more to do with the target audience than anything. What draws me to turn-based games isn't "ha! I'm so much more "hard-core" than those real-time players - give me a real challenge!" I simply prefer the methodology of the game mechanics, and the variety of options it opens up to the me, as a player.
Sure, whatever floats your boat. I'm certainly not going to argue that everyone
should enjoy turn-based games on the same level that I do. I absolutely have no problem with someone disliking something. But trying to argue those
opinions as solid objective facts is where I'm going to step in and find issue.