I don't like the idea much, while it fits solo play, it doesn't, to my mind, fit multiplayer.
If partymates are okay with the realtime nature of RP, but one PC has to pause the game to really RP well... well, judge whether the disruption is outweighed by the RP about to take place. If my game gets paused, it better be because Shakespeare is about to speak, not *grunts, chops* is about to get emoted. Again, part of the perils of real time, but the advantage is that everyone is on the same playing field.
I guess also on the trust thing, people would have to be sure that the pause was really for RP. No rearranging of inventory, no queueing up next five combat moves, basically, no exploiting. Unfortunately, ALFA is of such a size that you're going to constantly end up meeting folks you haven't regularly gamed with... not everyone is going to give each other the benefit of the doubt, if people see (or worse, hear rumours) of "pause abuse", well, it just makes things unpleasant. Why implement something almost guaranteed to cause controversy?
...
On point of combat emoting, I do it all the time. Play a fighter, I think about five quickslots are at all times devoted to things that are battle appropriate (two battlecries, some kind of *swinging / advancing* move, some kind of *sprint, armor clanking*, and sometimes, if partied with fragile folks, a "Fall back! Fall back!") I mix them up every couple of weeks, slight variations. If in a struggle that doesn't look life and death, I'm willing to sacrifice a few hit points for real quick typing (i.e., a pack of orcs are unlikely to gut my PC, so I can probably manage a *swings overhand* "Yield, pigblood!" and be little the worse for wear).
Granted, casters probably have much more vital need for quickslot real estate, but hey... stay in the back where you can cast and emote in peace
