I am currently using Farseer 2D physics engine on my server code to keep track of bodies in the zone. The issue I can foresee is performance though since I plan on having 100's of these zones, each with their own physics engine. But I am wondering what would be the draw back of not using a full up physics simulation and just use some simple algorithms for movement and collision detection. This game is going to be stat based in the sense that you target something and your attacks / damage are centered around some stat (str, agil etc) and not actually relying on an "arrow" actually hitting the other entity on the screen. I was thinking about using something similar to this and just removing the gravity portion.
http://xnafan.net/2013/04/simple-platformer-game-in-xna-tutorial-part-six-jumping-and-stopping/
Any suggestions, better approach?
Thanks in advance.
P.S here is a link to the multiplayer game I am working on, this video is testing out the physics on the server.