This isn\'t a realtime environment system, I already said that wouldn\'t work, it would have to translate to regular stat based code. However keep in mind the game is going to use automated realtime combat, as far as I can tell. It would be possible to have something like Shiyar said, a timed button press system for when your attack turn comes up. And now that I think about it would work for all weapons and magic too, although in varied setups for what you have to hit and the timing variations. I don\'t think the game is out yet, but look for a demo of Gladius to see one way this has been implemented, in a TBS of all games! Also instead of basing the aimer difficutly strictly on the player skill, it is relative to the difference of skill between the player and target in the related stats. This way the stronger a opponent you are fighting is against your attack, the more difficult it is to hit well, as would be common logic.
Connection speed isn\'t really an issue, the timed attack section can be handled client side and the result sent to the server. Variations of this system have been used in a number of RPGs, and it simply helps alleviate a bit\' of the monotony of combat, adds some variety, and keeps you more attentive. It would be possible to use a cheat program to get a perfect hit everytime, but the same people who do that are pry just gonna go out and try to use a bot as well.