I've always seen cabal chat to be akin to an item in D&D I found once in a compilation PDF, without the limitations mentioned.
Earrings of the Wolf:
Single earring, typically with a military unit insignia. Created as part of a set.
Each wearer of one of these earrings can hear what is spoken by any other wearer of an earring from the same set. Communications between a given pair of earrings is thwarted by magical silence, over a mile of distance, 10’ of earth or wood, 5’ of stone, 1’ of metal, or any amount of lead. Additional earrings can be added to a set as long as all current earrings of a set are present when the new earrings are created.
Always had more of a problem with tells though. If we were to get rid of it (without implementing something else to replace it), we'd then be limited to sending notes or talking in person. The former would be like texting people instead of calling them. Usually you can get more information across quicker with a phone call (tell). If nothing else, it makes replying and replying multiple times in conversation easier. Especially on the run.
If the once per four ticks (as the example indicated) replaced tells, I believe it would certainly stymie conversation. Granted, it would be great for most group gathering questions. Being quasi telepathic too, people could hear it even while sleeping as it would save multiple sendings.
Think to Johnny Wanna hunt?
Johnny thinks back "Sorry. I'm training."
Beyond that, I believe it breaks down a bit. The players are ultimately lazy people and due to the nature of the game, get jumpy around other people (especially around opposing alignments). Especially when forced to congregate in one area. It also stunts conversation between rounds of PK.
Think to Attacker A You almost had me there!
Attacker A thinks to you "That's what you get for not paying attention. Now come back here!"
Think to Attacker A In a moment, Attacker B seems to want a piece of me now.
You are too mentally drained to think to that person.
The problem I have with a multi-zone broadcast of think also means that people would be able to pinpoint you a bit easier. Standing in Maelbrim for example with a 4-zone radius means you'd be able to 'hear' people in the Tombs, the sewers, Winter, Avalon, and all points in between.
Think to Sucker1 Come out, come out where ever you are!
They don't seem to be close enough to hear you.
Hmm. Let's try Marak then the Labyrinth.
Though using the underdark as a 'zone' to hear would make it a bit more difficult. But then you'd have to contend with chatter.
Your mind hears Johnny thinking "Man these dryads are tough!"
Your mind hears Appleseed thinking "I need healing, these soldiers are a bit more than I can handle alone"
Your mind hears Rutherford B. Hayes thinking "Now I've got to clean up the rubble surrounding Rheydin too? Wonderful."
Your mind hears ConfusedInMarak think "Why won't Crunch ask me out instead of sitting on that throne all day?"
Now maybe perhaps if telepaths could hear something similar within the area they're in or perhaps the next over, that might make Psi's, Demons and some others a bit more ... interesting. Though could be used for something other than what it was intended.
Four too many? How about just the one you're in? Ah yes. Yell. Then the next one over? Limits communication to being nearly moot, which is what's NOT trying to be done with this suggestion.
An item to hold/float/whatever would be interesting for the common pleb, but then you have to have an item on you to take up weight and/or an item slot in addition to the 3-4 gyvels, boat, backpack, sack, worn/held/carried items, etc. Newbies to our MUD would wonder why we don't have a tell system like other MUDs do. So we give them one upon character creation? Is it nosac? Owner only?
Well, we can do away with items that allow you to communicate by allowing tells.
If you want to be more "realistic" in your conversations, there's always the "quiet" command.
Though that means you'll not hear yells either.
For that, and I hate to hijack one thread for a suggestion of another command, but having "noyell" and a "notell" command installed would allow us to turn off one or the other and not having to be forced to do both if RP doesn't call for it.
Ultimately, I like the idea and the intent behind it. I'm not sure if it would work practically though.