Real time. The whole concept turn-based fans clamor about- being able to think and strategize- exists in real time combat, with the exception that it requires much greater intelligence due to the fact that you're pressured by time and forced to react to others in order to succeed, as opposed to being able to sit there and think endlessly about what you want to do; there's no challenge there.
Take World of Warcraft for example (regardless of the seething hatred I will likely garner due to mentioning it): in high-end arenas, the global cooldown (1.5 seconds after each ability) is a key concept. One's success hinges on what they decide to do with their limited time; if they squander it, they will end up pressured and succumb to their opponents' damage.
In essence, the global cooldown is just a "hard mode" version of turn based games. If you can't handle the thinking power required to succeed in such a fast-paced chess battle, resign yourself to a traditional turn based game. :P
Infeasible. tick_lag decreases the time it takes for messages to be sent to and from the server. The more you decrease it the less players you can have without the server ultimately suffering and latency becomes an issue for everyone.
Take World of Warcraft for example (regardless of the seething hatred I will likely garner due to mentioning it): in high-end arenas, the global cooldown (1.5 seconds after each ability) is a key concept. One's success hinges on what they decide to do with their limited time; if they squander it, they will end up pressured and succumb to their opponents' damage.
In essence, the global cooldown is just a "hard mode" version of turn based games. If you can't handle the thinking power required to succeed in such a fast-paced chess battle, resign yourself to a traditional turn based game. :P