Another bad/mediocre strategy jrpg game from the ps2 era
http://en.wikipedia.org/wiki/Ring_of_Red
Imagine FF Tactics, in an alternative history
where Japan conquered the world after the defeat of Germany and Italy (my bad) after WW2, Commie vs Allies, each side pitching huge 2-4 legged mechs (walkers) against each other.
You could customize the special ammo of each mech on your team and further specialize it with infantry squads, wich where effectively part of the unit and undetatchable during battle.
Lot of different options, smokescreens, AP anti-mech rounds, rocket infantry, grenadiers, medics...
The gimmick is that during the attack phase of your turn you have to "Aim". Basically you grab your unit like in FFT, select a tile where to move and then, if elegible, you can attack at range or in melee. The action shifts from the tactical map to a 3rd person view of your mech, you start from a specific distance from your foe dependant on the range from wich you initiated the attack on the tactical map. A percentile counter rises as you get in the optimal range of your main weapon, decreasing as you or your foe move away from the sweet spot (wich is different from walker to walker). You could lose real time to wait for the counter to rise (your pilot's aim) and to move in optimal range, balancing the amount of shots you think you could fit in the 2 minutes real time combat round.
As to say: Do I take 4 shots at 65%? If I wait for the counter to reach 85% trough positioning and passive aim I'll be able to sqeeze just 2...
Lots and lots of interesting ideas... But no one thought how much time you had to waste to finish every fucking mission. Hours, literally...
TL;DR do not mix real time in a turn based game.
Edit: How could I forget. The walkers were Diesel-powered
or at least that's the noise their oversized shaking engines would emit while operating