Considering that those pausing/tactical moments were the highlights of any hard fights in DA (and older Bioware games), I woudn't play an RTS. I'd play a turn based strategy that capitalizes on that classic feel instead.
Well...That could work too, admittedly, but while i've enjoyed turnbased on occasion it never really held a candle to having to think up tactics in real time against an active enemy. If they didn't nerf you heavily(which sucks on its own) it always felt like cheating. Being able to micro without the time limit.
Could be a cool spin off actually. Halo has Halo Wars which is getting a sequel this year actually. It was a good game and fit the franchise quite well, so crossing fingers. Could work out pretty well for Dragon Age aswell, to bad the old Westwood is gone.
Both good points.
[spoiler="Half explanation, half rant"]
The core idea if I didn't explain it well earlier was to combine a character focused rpg (or an MMO) and an RTS. You would start out as a trooper (In this case the HoF or inquisitor) and as you advanced through the levels you would gain the ability to command more and more units. As their leader you would be responsible for requisitioning supplies, delegating duties and leading them on missions to prove your worth for more expensive weapons, armor and training, much like in the games but on a wider scale, proportional to the troops you've recruited to join you. Somewhere around early-mid game you would move beyond being a minor commander to being big enough to construct outpost forts and training facilities and late-mid game all out bases. Throughout the saga you'd be facing off against enemy squad-leaders/unit-commanders/base-commanders until late game you'd be building entire bases and capturing territories alongside your allies. Endgame would be whichever the plots final battle scenario is and could continue into expansions from there, because you know things wouldn't simply be solved. Power vacuum and cleanup and all that. Plus fantasy escalation.
In DAO You're a new member of a demon hunters guild who's recently been allowed to return to the country and begin recruiting because 1) the king likes your guilds legend and 2) there's a swiftly rising demon problem being led by an Apocalypse monster. The first battle...goes terribly, because the kings head general is an ultra-nationalist douche and thinks your organization is the source of the problem. Roughly. After a few missions you end up just you, a junior commander, a local and some treaties and you're supposed to gather an army to face off this impossible threat which has nearly destroyed the world on a regular basis.
But you spend the entire game playing with only a 4 man squad while the people you gather throughout the quest-line sit at base with their thumbs up their asses.
DAO:Awakenings you go straight into having a base and an army. But again, you pretty much never use them.
DA2 at least had a reason you couldn't generally take people along. They had their own plots ongoing and you were never told you're leading some sort of army or revolution up until the situation at the Gallows goes totally out of control. Still would have been nice to be able to bring the whole squad, but it that's not really an RTS situation.
DAI is the same as Origins and Awakening, but again you go right into the game with an army, a base, facing of against 3 armies, 2 you have a chance to recruit (exclusively) any you're supposed to solve it with half of your special squad? What about the army I was just told I was in charge of? We got a table instead. [/SPOILER]