While I very much like action games as well as adventure ones, I've never been too fond of action sequences in adventure games. Even when they're done well and serve as alternative paths (as in Fate of Atlantis, in which you never had to fight if you didn't want to) or as a special type of atmospheric puzzle (like Full Throttle, in which most fights could be won with a single hit, with the right weapon) they seem kinda tacked on to me.
Combat in general is fine, though. I just think that turn-based, menu-driven (like many Japanese RPGs use, for example) approach works better in most (conventional, slow-paced) adventure games in general, because most puzzles are also not timed and require you more to think well than to act fast. Adventures in the Galaxy of... used a system like that for spaceship combat, but I found it to be a bit too simplistic.
Of course, if you player character is constantly chased by a homicidal maniac and the player's forced always to be on guard and react quickly to get away with his life, then, of course, a fast-paced action-driven combat system might be a more "organical" fit for your game.
Also in a game with direct (cursor-based) control, environmental hazards and combat that's at least as prominent as the exploration/puzzle solving part (i.e. an action-adventure, like BG&E) also seems to be more suited to action combat. I also can't really imagine SC2/UQM, one of my all-time favorites, with a different, or without a, combat system.
Something that might also work in a classical point & click adventure, because it's halfway between tactical and action-based combat would be a real-time strategy component, which has the additional benefit of probably having a very similar, icon-based interface that integrates nicely with the rest of the game. Dune might have done something along those lines, but my memory's a bit fuzzy. voh (or somebody else that remembers), if you're reading this, could you give us a quick synopsis of Dune's strategy part?
Combat in general is fine, though. I just think that turn-based, menu-driven (like many Japanese RPGs use, for example) approach works better in most (conventional, slow-paced) adventure games in general, because most puzzles are also not timed and require you more to think well than to act fast. Adventures in the Galaxy of... used a system like that for spaceship combat, but I found it to be a bit too simplistic.
Of course, if you player character is constantly chased by a homicidal maniac and the player's forced always to be on guard and react quickly to get away with his life, then, of course, a fast-paced action-driven combat system might be a more "organical" fit for your game.
Also in a game with direct (cursor-based) control, environmental hazards and combat that's at least as prominent as the exploration/puzzle solving part (i.e. an action-adventure, like BG&E) also seems to be more suited to action combat. I also can't really imagine SC2/UQM, one of my all-time favorites, with a different, or without a, combat system.
Something that might also work in a classical point & click adventure, because it's halfway between tactical and action-based combat would be a real-time strategy component, which has the additional benefit of probably having a very similar, icon-based interface that integrates nicely with the rest of the game. Dune might have done something along those lines, but my memory's a bit fuzzy. voh (or somebody else that remembers), if you're reading this, could you give us a quick synopsis of Dune's strategy part?