Cloaked Figure said:
real time with no pause. that's how fights are in real life, fast paced and they are over before you know it.
aka: it's more realistic.
that's probably the most frequent, yet the most fail comment on this issue
real-time action like in a computer game is WAY different from what happens in real life. In real life, an army of 10 000 men, or, take whatever number, can take 10 000 decisions simultanously. The player, who is controlling multiple chars, can only take one decision at a time, while the computer can take tons of decisions in little time.
This HUGE difference between realitiy and real-time combat in computers is what requires real time singleplayer gameplay to be either incredibly dumb or incredibly annoying, lacking the tactical deptht you'd want.
In the respect of decision taking, turn based combat is usually, if you have multiple characters or units controlled by just one human player, MORE realistic than real time combat
because 5 units can take 5 decisions without 200 enemy decisions interfering. not just 1 or 5 after each other during what time the AI could take 10000 decisions but is dumbed down to only do 20 of them.
It's only turnbased combat that allows for the decision making aspect to be modelled that way, plus it can add elements that reality lacks, which makes it less trivial than a real fight
One could argue that real-time with (smart) pause would theoretically represent realistic decision and action/ reaction taking, but the point there is, once we hit pause often enough, we're basicly back at turnbased. During pause it is your turn, during action it's the enemy's. Plus, the "smart" thing is often an issue, as well as to keep the action fluid.
RTW smart P could possibly become equally good for tactical games as TB is, but i guess it is difficult to implement it in such a quality.
obviously, the above is limited to a type of game that has become rather uncommon these days, where everything is either FPS, RTS or maybe Hack'n slash/ jump'n run