This is the best bit from that Gamebanshee interview:
I'm not a big fan of IE's real-time-pause combat. But this game is built around that mechanic, not transforming from turn based, and Sawyer's on the job.
Buck: Let's talk mechanics. While the game is certainly far from completion, what are your goals for the character creation and advancement system? Will progression be a standard affair with attributes and skills/perks/feats, or will you be treading into unknown territory? Finally, will there be a major focus on the non-combat abilities that are often overlooked in modern RPGs?
Feargus: Yes, yes and yes we are still rolling up the system, but our goals are very much along the lines of creating a robust and multi-faceted RPG system. That means having a huge focus on support abilities and not just combat ones. Josh has been whiteboarding up a system for a number of months now for the support ability system and its looking very, very cool.
I'm not a big fan of IE's real-time-pause combat. But this game is built around that mechanic, not transforming from turn based, and Sawyer's on the job.