However there were a few that attempted base/creep building mechanics. Maps like The Great Strategy, XAOS etc.
They all encountered the same problem though, the game became 100% about hoarding, and overwhelming in one push. You could tell when you were against newer players, because they'd send things as soon as they had the money, and because of the way the game worked, that meant extra potential income, and experience for the opposing team. You were punished for playing aggressive early.
This lead to incredibly stagnant earlygames in matches. It wasn't uncommon to see no one buy anything for the first half an hour of a game. The current popular AoS/DotA clones have one major thing in common, they're always trying to speed the game up. Either by adding more/buffing gank based heroes, adding new items etc that make early game interesting.
Getting ahead early, and investing in extra farming potential is one of the best, and worst things about DotA games. It creates massive snowball potential, it rewards good play, but also discourages newer players. If the economy of "Commanding" isn't handled correctly it'll add to that problem. There needs to be just as much incentive to pool into pushes, as there is to pooling into one hard carry.
Now I have no idea what potential systems you have in place for how generating income as a hero, and a commander works, but this is one of the first things that jumped out at me, when I began reminiscing about the good ol' days playing Warcraft 3.
All things aside, I definitely look forward to seeing this game develop, and hopefully snagging myself a beta spot someday. Anyone else have similar experiences with similar games?
Edited by Dracor, 22 February 2012 - 03:42 AM.