well, back on the subject, wich as far as i can see is RealTime vs TurnBased combat engines, the only true choice(imho) is none of the above.
both of these are very well established ideas, and how they should be created, if we want anything remotely new, we have to think 'new' not in old classic terms....ahwell another thought on the subject is to look at it from another way, a game called 'titans of steel' a mech game based on the VERY old game called mech force(wich in turn was based on some other game, wich in turn was based on battle tech stuff.), but there is a very nice idea for vehicles there, and how to simulate control of them, it's turn based, yes. BUT the speed of your mech is very important(since you cant create a mech that can act on ALL turns) since each 'turn' is 1sec if i recall correctly, and the distances your mech moves is quite long for each hex(yes hexagons were used in it), recycle time of the heavy weapons were often quite abit longer then 1sec, main problem was most of the time heat though, on the matter of fire rate.
ahwell, just check it out, if you have not already, it should twist around your concept of what 'turnbased/realtime' really is....
http://www.titansofsteel.de/ <--- official home page.
not that i say that system is the best, but it gives.....another view on the matter, for wich there are more then two ways to do it.
another way wich i was the one to suggest if i recall correctly, phased turnbased(wich has some similarities with RT,TB,ToS systems) like the ones used in final fantasy games....
in the end it's all about how to create a decent math system to base it on, and a decent user interface to control the math behind the scenes.
oh, and hi to you old timers, the discord is back to wreck any semblance of order here *grin*
//discord