Tactical rpgs and online gaing
I was, briefly, involved in a game on here that was all about aerial combat (I suspect the GM was actually play-testing a game he was developing, but I couldn't swear to that). We didn't use grid maps...he took actual aerial maps and superimposed icons on it representing the aircraft involved, ground targets, etc etc...
It worked...KINDA. The maps didn't necessarily have scale markings, which made it difficult to know when you were in weapon range. We never really got into a situation where the rules were tested for air-to-air evasive maneuvering. You had to make educated guesses about how far you needed to turn to come about on an intercept course with a target...lots of little stuff was missing that even a basic combat HUD would be programmed to give a pilot.
But it wasn't supposed to be a simulation. It was a tactical combat game. It didn't need all those odds and ends to work. Or, at least, I felt it ran fine without them. For whatever reason, the GM wrapped the game up after a few weeks (and, by 'wrapped up', I mean 'declared he was discontinuing the game'.) Part of the problem was that he was trying to sell it as a role-playing game...we spent two days on role-playing, and three weeks on a five-minute combat encounter involving a two-man fighter patrol intercepting a pair of attack helicopters and a trio of SAM sites. And we never even finished that particular encounter.
So, it can be done. Make sure you're billing it as what you intend it to be. If it's going to be a tactical combat game, don't call it a role-playing game (you can say there will be role-playing elements incorporated, if you're going that route...but when I hear something being called an RPG, it implies to me that I'm going to be playing and developing a character, not just using a set of stats to steer an icon on a digital battlefield.) And expect it to move slow, especially if you have multiple players involved.
But it can be done.