You would be hard-pressed to find a bigger D&D fan than me, and needless to say, I loved the IE games back in the day. However, I'm also mature enough to admit that playing them now, as I have done for the past six months, is a different experience. Games and game design have evolved. The UI is severely lacking, the pacing is pretty bad and many encounters turn out to be ill-conceived slugfests. Having said, I still enjoy them immensely. Why? Because the character generation systems and the fantasy stories are so bloody good (for the most part).
I'm sorry if you are truly disappointed in this regard (hopefully, you aren't just trolling us), but let's backtrack and quote some stuff from Obsidian's KS, straight off the pages there:
"Project Eternity is an isometric, party-based computer RPG set in a new fantasy world developed by Obsidian Entertainment."
"Project Eternity (working title) pays homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment.
Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPG's that we enjoyed making - and playing."
Alright, so they are making a new fantasy world that pays homage to the great IE games of the past, but nowhere does it say, they'll reuse the mechanics of those games, and especially not down to every little detail.
"Combat uses a tactical real-time with pause system - positioning your party and coordinating attacks and abilities is one of the keys to success."
Funny that you mention RTS. I'm playing COH2 right now, I am loving it (while being new to the genre), and this above quote tells me that they are actually going to make combat less swish-swoosh, and more about positions, coordination and timing - well, let's call this tactics and strategy - and I am all for this kind of change. It sounds fresh and exciting, to say the least. Obsidian also seems to share my excitement in this:
"We are excited at this chance to create something new, yet reminiscent of those great games and we want you to be a part of it as well."
It will be different, no doubt, but it will hopefully be darn good too.
That's semantics, really. And quoting that stuff given much BG/IWD/PST were namedropped when they needed fans' help... is very disingenuous. It's like saying "Oh wait you didn't read the fine-print".
But on the topic of RTS-like tactics, I'll agree on ideas such as positioning. But I think when dealing with an RPG, RTS-like gameplay would be quite boring, tight ranges for damage and saving throws + very little randomness would boil down most fights to puzzles which are determined before the fight even begins. Indeed whether you liked it or not, one of the more memorable things about IE combat were seeing goblins get a lucky attack roll and take out one of your characters, or an enemy missing an attack when you had 1 hitpoint left, allowing you to win the fight.
Those kind of situations probably will not exist in this game... simply because missing attacks, even ranged attacks, will not occur (afaik).
Again what exactly is "reminiscent" of IE-games? Prerendered overhead graphics? Being able to control a party with classes? That's it? Nothing about AD&D at all?
As for the UI, I loved the IE UI systems, how they were molded into the game's lore and looked great. Even worse seeing so many people on this very board wanting minimalist UI's which are more reminiscent of modern action-orientated games.