K... now that I got that out of the way, I should actually come up with a basic sketch of what my map is going to be about... (I always remember the basic things last...
).
A few questions:
How many hero choices should a good open rpg have? I always have trouble deciding when I have enough heroes (I have craploads of ideas for them) so I can start using units for creeps and other stuff.
Should the players be able to choose their heroes by pressing a button, or should there be some sort of challenge involved, ie, you run a bound and you get a hero depending on how far you get, or you go to a certain place, or beat a certain enemy, etc?
Should the heroes be godlike (like in many noob rpgs), or should I go with a more realistic approach of making the heroes just slightly more powerful than any other unit?
Should the bosses be unique, or should I recycle units by making them the same unit but with ups and spells and whatever?
Do most b.net noobs actually pay attention to the storyline of a game?
Should the story revolve around one key item (ie, The Ring, a particular person, a particular place, a special tree, etc), or should the issues a player is concerned with change with each passing quest?
Should the map be composed of water with a lot of relatively small islands, or should it be a large landmass with lakes, rivers and oceans? (In other words, do I start my slate with water and then paint land, or do I start with land and then paint water on it?)
How clear should the line between good and evil be?
Should each faction's towns be of a different race, or is it better to save units and make each town use the same buildings for the same purposes? (ie, should I use an evolution chamber for the "evil" town and a forge for the "good" town, or should I just use a forge for them both?)
Ok, that's all of the random questions I can think of for now...
None.