So in my game i have this mechanic where you can see an enemy's next action before they use it so they question is, how does this mechanic feel like gameplay wise, is it a good way to reduce RNG but make encounters more predictable once you've learned they pattern(This is assuming that enemies have a static pattern).
What do you think of this mechanic, does it add depth in a game?
And yes i used my project as an example since i wasn't sure how to write this differently.
Fate/Extra (PSP) does this.
It uses a rock-paper-scissors mechanic for battles, where both sides choose among 3 attacks. Choose the stronger attack, and the enemy will suffer damage. Choose the weaker one, and you'll suffer damage instead. Choose the same attack, and either both will suffer damage, or both attacks will cancel each other out. Each round you can choose 6 attacks, and if you win 3 times in a row, you get an additional bonus attack (for a total of 8 attacks, if you chose perfectly).
The game even tells you what the enemy will do. Except most of the time, that information is hidden:
The above line tells you which attacks you've chosen, and the line below shows which attacks the enemy will use. Most are hidden (unknown), so you have to either guess or memorize the enemy's pattern. The enemy can also have multiple patterns and switch between them. Fortunately, the more you fight (and win) against the same enemy, the more attacks you'll be able to see.
Boss fights are a special case, since you can only fight them once. Instead, the game lets you complete a few side quests ("information gathering"). The more you complete, the more information you'll be given during battle.
Battles are fairly interesting in the beginning, when you have no idea what the enemy will do, and even a single mistake could get you killed, but they become pretty boring over time. You've either memorized the enemy's patterns, or you already know what to do. The only exception are bosses, of course. Fortunately, the game relies more on its story than the battles.
Into the Breach does something similar as well.
Every round, you know exactly what the enemy will do. You can move your units to avoid attacks, or choose who to kill first, based on which enemy unit is about to do what.
The game also expects you to make full use of that information, since it's extremely easy to lose. Sometimes, you might even need to sacrifice a unit, just to avoid losing.
Battles in this game are pretty interesting, because even if you know what the enemy will do, you must plan ahead (sometimes several turns in advance), and think of the best move to counter the current situation.