HeroicBloodshed
Learned
What we are trying to do with Concurrent turn based is mix the aspects of the two. The combat simulation is 100% real time. We present it as slices or time to the player so that it feels like turn based. The slices get varied in time so characters don't sit idle. From watching the play testers we are in great shape keeping the players in control of the party. We have a few things to fix on the side of making sure the players sees everything that happens (within their FOW). This is the point of early and often play testing. In the last two sessions we have not seen a play tester have the "chaos" issue common with RTwP.
I'm having a hard time visualising this.
By concurrent turn based do you mean something similar to frozen synapse's gameplay?
Also consider ditching mocap and 3d. Isometric 2d is cheaper and better-looking than amateur 3d.