TB games and RT games are not 'aiming' for the same kind of gaming experience, and usually cannot match what the other style really excels at.
I think this stament really says alot about gaming!
Turn Based Combat as we know it obviously has its roots in the PNP RPG world, reading stats, looking at charts, rolling dice, plugging numbers into algebraic formulas and rounding down was viewed as normal gameplay. When the first Adventure/RPG games were made for computers the clear advantage was that all the information resides in a database and the computations can be done much faster thus speeding up gamplay and made the slaying of a goblin more like a battle and less like an SAT Math Question. Then came the realization that all the commands can be given, calculations can be made and animations chosen in such a short period of time that there was no longer a need to stop the action and Real Time Combat came to be the norm. I’m the last person to decry technological advancement. However it took decades of trial and error to get Turn Based Combat to where it is today, I’d hate to see all those ideas and ingenuity just disappear. Especially because not all of them can be translated to Real Time Combat systems.
In a Turn Based system if your character is attacked, even with something as “mundane” as a straight punch, several factors dictate the outcome:
Are you moving or Flat Footed?
Are you in a Offensive/Defensive/Neutral posture?
From what direction is the attack coming?
What is your Awareness Level? This is for the character not you as the player.
These conditions, and others, will dictate if and how you react. If your character was “on edge” waiting for something to happen then you might get a chance to react to the incoming attack, it’s up to you to look at your Combat, Dodge, Block and/or Counter Attack skills/abilities to decide what that reaction should be. If you dodge, do you go left, right, forward or back? Did you obviate the attack completely or did you suffer a glancing blow? Or maybe you decided that you had better odds at blocking the attack. Do you block with your left or right arm? Do you redirect the attack to the left, right or up? Do you have the skills to attempt a two finger strike targeted between the first and second knuckle of the incoming fist? What set of attacks will you follow up with if/when your block is successful? Once the attacker is sufficiently dispatched you need to look at your surroundings to decide your next set of actions. 3 more attackers, are they armed? Armoured? Combat Proficient? Angry/Scared? Near/Far? What are their stances and awareness levels? What objects are in the room that could help or hinder you or your opponents, Tables, Chairs, Metal support beam? The one closest to you has pulled a knife and dropped into a fighting stance and is shuffling towards you. Another is unarmed but running towards you full speed. The third crouched down behind a table and is unholstering a pistol. Your move. Shaolin-WuShu spin past Mr. Knife towards the table, kick the chair out of your way and into the Runners way (maybe trip him up) and vault over the table and hopefully kick the Gunner before he can get the safety off.
This is all easily accomplished in a Turn Based System, think about the control scheme necessary to do all this in Real time. I actually did have a scenario like this in a recent playthrough of the latest Batman game. I dodged an incoming kick, countered by grabbing the leg and striking the head with a spinning backfist, vaulted over two oppenets attacked a third with a wicked haymaker, flip kicked one I had vaulted dropped down and kicked the legs out from another, uppercut an incoming attacker then grabbed the guy laying on the ground by the head and slammed it into the ground. While it was very exciting to watch it was not very much fun to play as the only thought put into my actions was hitting the same button over and over and over in just the right rhythm.
Both scenarios certantly lend themselve to exciting action hero-esque fights, hhich way you prefer to play is up to you, but I know which one I like better.
Turns are measured in seconds (a definable option). You path out the entire round, and then the game replays the match at full speed.
There is no combat AI, but the game has multiplayer.
There is a training mode, not the tutorial, that seems to act and react with sufficient AI. That how I've been playing it.