Kevin (azmodean) is actually working on an aiming system right now that should allow for just this, where you can wait small amounts of time in order to bring down your recoil.
Would the system allow for negative recoil, as I think that is what he is asking for, effectively.
The plan is to take a bit of the malus from recoil, and some of it from weapons and ammo (making their accuracy values closer to the real-world weapons), and put it into an "aim" malus that you can burn down by spending moves while aiming at a particular target.
As for the interface, you'd hit 'f'ire as usual to bring up the aiming interface defaulting to targeting the last fired at monster or the closest monster. Aim is at maximum penalty. You can hit a hotkey to aim a certain amount and then fire, kind of like x-com's snap, aimed, auto selection (I think it'd have another level or two though). So you might know that at 20 squares away with your weapon/skill/etc, an aimed shot normally hits, but once the monster is 10 squares away, you might know you have a good chance to hit with snap shots. Each aim hotkey would wait until they reach a certain accuracy threshold, so as your weapon handling skill increases the aim rate increases and they take less and less time. Likewise at very low skill levels, the highest levels of aim might be prohibitive to use in combat. (still useful if you're in range but they can't see you for some reason) Alternately you could incrementally hit a key to aim for X moves (needs testing, probably 10-30) at a time until the aim level reaches a point you like. Firing will increase the aim malus (and if it overflows, will go into recoil), and switching targets will reset the aim malus (you should still be able to look around at other targets without resetting it, but it'll reset when you aim at them or fire.)
Also you won't exit the firing dialog until you Esc out of it, so fire-fire-fire will be the norm.
tl;dr
Before:
'f' -> select target -> 'f' -> wait until recoil drops -> 'f' -> 'f' -> repeat
After:
'f' -> select target -> 's' OR 'a' OR... -> 's' OR 'a' OR... -> repeat
When you take an action that cost more move than you have (let's say step in a window), when is that action actually done? This turn, or as soon as you get back into positive movepoints?
Most turn-by-turn actions (moveing, melee, firing, throwing, picking up items) occur immediately. Actions expected to take longer than a turn normally (crafting, pumping gas) use a more complicated framework where it burns down turns incrementally until the task is completed, then the action completes at the end. Only the long-term actions can be interrupted and resumed.
I like the new smashing multiple corpses at a time, and one swing smashing, but am I wrong or does it take multiple turns? If so, a warning would be nice, trying to smash a giant pile of zombies
while more are coming can be dangerous if you don't realize it's going to involve a lot of time.
Smashing corpses can easily take multiple turns, and is uninterruptable. We can take a look at making item pickup/drop and corpse smashing a long-term action so they can be interrupted and halted (and resumed, maybe), but it's too late for the current version.