This is a complex one, and it may involve fundamental re-coding. I would appreciate feedback; does the fourm think this would be worth the effort?
In order to streamline Adventurer mode combat, and in particular make it run more consistently, have every action taken occur in the same length of time as a DF step, or the char's movement speed, whatever is lower. This means that for a player with a fast character, the game will take place as normal, while for one who is laying down, has a broken leg or otherwise is moving slowly, they will take an action, then the game will move forward as if it was playing at DF mode speed, until that char gets a new action. The most immediate benifit would be that an unconscious player would be able to watch as they are hacked apart in real time. The main usefulness of this, however, is that a character with a normal move of something like 1600 is unplayable because the game must render the whole time between it's moves all at once, causing twice as much delay between turns. If this where implemented, the game would still have to render this information in between the players
turns, but doing it this way means that players get more information instead of a big pause. Finaly, this opens the Adv. mode engine to later expansion so that crafting, harvesting and other significantly longer than normal activites can be implemented more directly.
All that said, I'll admit I dont know anything about the basic structure of the adv. mode engine, and perhaps this is a relatively simple tweak. Anyway, thoughts?
P.S. by allowing interaction during the "moving" phase, the player can re-think actions and interrupt.