I imagine you'd end up with something that struggles to hold together as a theme, but if you can circumvent that, MAYBE.
It's important that the non-local player-player interactions still give the player some feeling of spatial / territorial control. E.g. in the RTS game I'm drafting, you build factories around ressource points in your local town. Once you have setup an infrastructure, you can use the non-local game component to build tanks and remote control them to do reconnaissance or attacks on neighbouring territories. It's of course important that you don't completely cut down on local player-player interactions and still give the player some sort of incentive to move around. In my RTS game concept, you might find for instance certain bonuses outside of your town, which can only be claimed, if the player explicitely visits these areas.
How you realize these components in a non-RTS game concepts, is of course a different matter. But I think, that at the end of the day, it's really more a problem of balancing the different modes of interaction to achieve the gameplay you want based on the playerbase you have.