1.Terrain- How big or small should the playing field be? How detailed should the terrain be? Should it be strait forward, or terrain that has a lot of tactical elements such as cliffs, water, gaps, and passages?
2.Spawns- How big of a role should spawns play? Are they better as feed, or serious threats? Is PvP better, or PvSpawns? Should there be spells that specifically aim to affect spawns in some way?
3. Controls- Gateway is a good spell casting building right? How fitting are the following gameplay concepts:
1. Alternate forms for all players?
2. Weapons with ammo?
3. Outpost control?
4. 4spell system, or up to 6 spells from one building(gateway had 3 spells for each form a player takes)?
5. "SSJ" Mode: should players be able to earn a limited time super powerful form?
6. Items? Are they welcome to be used in the world of AoS?
7. Is 3lane the standard? How would a single or double lane map compare? Maybe 2 lanes and a middle section meant for pvp action?
8. How well liked is the day-night system from TS? Would a similar system be welcome in other AoS's?
9. How many heroes should there be? Is it better to have 12 or more heroes, or would you prefer to have perhaps 8 heroes with more spells, more depth and balance?
4. Story - Is it needed? Does it add anything to the experience?
5. Leveling up - How versatile would you like character builds to be? What kinds of things should players be able to upgrade. ex. HP- Spells- MP- damage- special?? - spawn strength?
6. Focus - Should AoS always be about taking down the enemy base? Would a mainly PVP AoS be accepted? Should players have a limited number of lives? Should a team share lives?
1. Terrain should have height and areas where ambushes can occur and traps set, that's important. As for it being aesthetically pleasing, I'm not one to care. Passages magnify this effect, but you need to be careful that they don't ruin spawn's pathing.
2. Spawns being purely feed is my biggest complaint with Temple Siege. I'd rather the main goal be to kill the enemy base. Each "nested victory" such as winning a battle, killing an enemy hero, or destroying an enemy team's cannon should push towards this effect.
3. Gateway is good for me.
- Alternate forms for all players would get annoying. All characters should be visually identifiable immediately, and having multiple forms leads to HP problems like the Mech currently has; for most purposes it gets +12% HP per level up put into it, to a max of 300%.
- No weapons with ammo, please.
- Outposts are an interesting feature, but not necessary.
- 4 spells seems to fit nicely. It's enough that you can learn a character quickly, but not too few that you're stuck going in one direction with the character.
- SSJ mode for everyone would be kind of dumb. It would end up being like the Medic's L4 in a 3v3, where once that is cast you need to counter with an equally overpowered spell or you'll lose. In small doses, such as the ultra and archon in TS, it is a useful feature.
- I would definitely not want to see healing items, and to be honest any items makes an already somewhat complex system really hard for most.
- 3 lanes works, but I wouldn't mind seeing a 2 lane map with a more PvP focused middle, perhaps controlling a sole warp. The lanes definitely need to have a few routes between them, though, that's a feature of major importance in order to emphasize teamwork.
- Day/Night works well in TS, mainly because the newb has some time to get adjusted before getting ambushed. Teams really have not yet begun to abuse 3v1 flanking during the night like they do in DotA. A good team with a stunner should be able to dominate.
4. Stories are for RPG's, focus on gameplay.
5. I've always thought that being able to upgrade your spells would be a useful addition, but not excessively (3 levels per spell, maybe). Other than that, HP, Mana, and Money are all that's needed. One very nice feature about TS is that depending on how you customize your character's level ups, you can be a completely different hero. For example, you can have a stun-happy Assassin, or you can focus on L3/damage and effectively base raid. Combinations between spells to allow versatility help.
6. Limited lives is an issue. It focuses the game on PvP and often teams don't even bother to assault the base except when an opponent starts to play pure defense. The spawns being feed doesn't help the problem. Having a respawn delay is an obvious fix, and another fix that I'd like to see is a delay for healing. Temple Siege suffers from this because if you have just ALMOST killed someone, but don't actually finish the kill, you've gained next to nothing, and you've probably wasted most or all of your mana. DotA solves this issue by healing at a set rate, the more damage you've taken, the longer it takes you to heal. Unless every character is a bio, or can be manipulated with Shield Battery/Scv Repair to not take forever, you'll have this problem. That prevents you from allowing HP upgrades though, because there's nothing stopping a player from healing to full.
Happy to help. =)
None.