1. classic turn-based combat, with action points and initiative-based turn order. Which means that the character will move based on their speed (faster characters will move first), but each one has also an amount of action point. This would mean that every activable skill also need an AP cost.
2. order phase, then real-time execution. It means that you plan your orders and then they gets executed in real time. First you decide what each character will do (will also need some sort of basic AI, like Dragon Age tactics for example) and then once you are satisfied, the real-time execution will start (of course also enemies will attack, and the movement order will be influenced by initiative as always).
The 1st is easier to code, but the 2nd seems better to me. I'm thinking to use that one... but any feedback is welcome!
