The key thing to remember is that in a turn,
everything happens at the same time. If you get killed at the start of the turn and your initiative is very high, you still get to shoot at the end of it.
Lower initiative means you're not very good. Your Battle and Shift are low and you've rolled low. You have to decide what you're going to do - and do it - before you've seen what everyone else is going to do. Higher initiative goes last because they can see what everyone else has done and then do the best thing. Having the initiative means you can make best use of the turn.
In practise, either taking things in turn or everything happening at the same time works just fine. For the former, you need to switch the initiative round so highest goes first. The reason we were doing actions simultaneously was that Icar isn't about getting the first kill or doing the most damage, its about creating the most extraordinary scenes each turn. That's how it's written at the moment.
Example3 characters, driver, medic and combat monster fleeing in a Grav car. The combat monster and medic are shooting out the back of the Grav car. As there is no dog fighting going on, it's just normal firefighting. The bad guys are two - one driving and one leaning out of the window shooting.
1. Everyone rolls initiative. Driver gets highest, then Combat Monster, then the bad guys and finally Medic.
2. Medic, with lowest initiative has to decide what he's going to do (and do it) first. He decides to shoot at the pursuers. He shoots, hits and kills the bad guy with the gun.
3. The bad guy with the gun is about to die, he knows that because his initiative is higher so he shoots a grenade rather than his normal rifle. He was saving the grenade for a special occasion. The grenade hits the car, killing the Combat monster.
4. The combat monster still gets to fire and as he knows he's going to die, fires off a grenade back.
5. The driver PC then heads off to hospital.
Thoughts and conclusions of a sortI can see that writing it down like this makes it sound really very complicated and I'm not sure how we managed all these years. With the simplification in the system that I've been doing, I think it's probably better to work initiative in the same way as every other game. I'm not convinced that doing it backwards and having everything happening at once is really adding a lot to combat. It might actually slow it down. When I come to run my next Icar campaign in the new year (I'm play testing the Star Fleet setting), I'll switch it around as there will be plenty of combat to test it on.
Thanks for bringing this up, Doc! Sometimes it takes someone to point something out as unwise.