Exceptionally well done! [rated it prestigious]
(Though it misses the point terribly; not Fallout-like at all.)
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Fallout could make good use of a 3D engine—with FPP view— if it used it the way Nocturne and KotOR did, which is as a first person area inspection mode; you cannot move while closely inspecting the area.
As for combat, the player should never —[never]— be shown aiming the weapon for the PC... It is the PC's task to do their own best, not have the player aim for them; and/or serve as an accuracy handicap to the player. Fallout is an RPG, and as such the PC determines what happens. FO3 (while striving mightily to conceal the series' RPG heritage) made the mistake of retaining vestigial RPG mechanics that are the reason that the player can shoot an enemy in the head 32 times and the have the enemy shoot back.
Variable damage in RPGs is representative of accuracy & circumstance, but this presents a problem when the player SEES the gun barrel pressed to the target —and misses, or does any less than a critical hit. Player directed FPP combat cannot be done well in an RPG, because no matter how the implementation works, the player is affecting the PC's performance. Even in the Witcher 2 (for instance), the novice player swings like an ass—at nothing, or at trees, or where the enemy used to be a moment ago... That is out of character for Geralt; the inept player is crippling his fighting ability.
The reverse of this is equally true. In FO3 what player couldn't compensate with the BB gun in the vault or outdoors with any firearm, to hit the target whether the PC was skilled enough for it or not; the PC was ALWAYS being helped to make targeted shots that were beyond their ability—or even being made to miss when they were an expert marksman (by a player with
really poor aim).
I actually don't think surviving a headshot is so strange in Fallout because in the end Fallout is a setting where luck is an actual (and in New Vegas, even measurable) aspect of people. It could be said you just got really luck as to where exactly the bullet hit.
It is that way anyway (even without the effect of Luck). That's what variable damage represents in RPGs.