I decided to create this thread because I've been asking questions not really important on my thread and I see people are , for one reason or another, interested to help, despite that there is no interest on the game or the mod. So, since I see an interest to help and I've been working on this mod in all my free time and I have several things comming up, I thought it would be ok for me to make a thread about my design decisions on the mod. I did a super huge post that I linked in the proper WBC3 that nobody cared about. (I link again just in case here http://archiv.the-battlefield.com/forum/index.php?showtopic=5393) Now however since I know most people that are willing to help are actually not interested in the game or the project, and most don't know the game. I Will give the needed context for people to help. So as things rise up, I will give more summaries. Anyway, for today I need people to understand what WBC3. It's an RTS with too many sides. The difference is that in WBC3 you have a special unit called hero. The hero is built pregame and has stats and abilities etc. "So it's like WC3?" In WC3 heroes are more like very very strong units. Their purpose is to fight. Heroes in WBC3 are more of a leaders, while some classes are very strong on fighting, most focus on abilities that affect production, economy and units stats. This is important to understand a problem I have up to take a decision and I think my decision is affected on how a player would percieve it. So be quick to point out that you or in your opinion a potential player, would percieve that in a different way. How it is now: Right now heroes have a Race and a Class. And they have access to two spheres. One sphere is decided by the race, and the other sphere is decided by the class. a)The main problem of this (it has others). Is that with two spheres your hero have a spellbook with 20 spells. That is a lot. What happens when you have 20 spells as spellbooks? Right now you have 8 spells that you have hotkeyed at F1-F8 functions. I could add two more customizables hotkeys I guess. Still with that you have 10 spells hoteyed while others 10 not. (I could create i guess 20 hotkeys for that, but that is a too much big part of the keyboard?) I also feel that 20 spells is unnecessary big number and it would just end with peolpe not using ever several of those spells. This is my conclusion I don't know if it's wrong though. b) My solution was that only the race OR the class give a sphere, so you have 10 spells to play with. But I've spent the past whole week undecided, here are the pros and cons of each option. b.1) Race based: Pros: I can adjust the sphere to interact and fill the gaps of the side as needed. Which is kind of awesome, since I can make the abilities part of the balance of the side. For example, if side has the problem that it has weak units vs Air, I can make a spell that is very strong vs Air, so instead of creating the Obvius anti air unit or buffing it, I can make the side depend on it's hero casting a spell that help on that. I think I can make the sides even more interesting by making sides depending on certain spells to fill certain weakness or to just play different. Imagine in SC2 the ability of toss to accelerate production, would be the spell of a unit. I can make the balance about that. Basically making race based would give me: - More tools to balance - More tools to create diversity between sides (Since a spell is only of THAT side, and nobody else) Cons: I feel that between the classes there won't be any point. Basically, if you play humans and your options are between a Fighter , Rouge and a wizard, and all can cast the same spells, then it's kind of "what's the point?" Yes sure, from a very strategic level the fighter will have less mana and higher combat stat, and the rouge will be quicker and can produce units faster, and the wizard will have the more powerful spells, but on the whole, they are all some or less doing the same with different stats. I feel I could as well just remove the whole class system. And then I'm losing part of the point of the lure of WBC3. b2) Class based: I could just go and say "the reverse than race based" but let's try to go deeper. Pros: I can make each class more unique doing pretty different things. Summoning a demon is something that only a Summoner would do, and not something "Dark elves" would do. It would also raise the feeling of "deckbuilding" that short term is great. "How a summoner would combine by playing Orcs" Etc. And come up with combinations and tricks that you build. Cons: -Sides will lose personality, because summoning a big demon , again, is not something Dark elves side can do, but any side that can pick summoner as a class. -Balance will be a harder, now I need to keep in check how each combination works, more important I can't make a spell particularly powerful if it combines too strongly with any side that can pick a class with that spell. Of course a solution that if that spell exist, it can only be used by a certain class that only one specific side can pick. But that is prone to fall into the next and final problem. -Customization leads to shortage of options instead of the opposite: This is something that has been debated quite a bit. There is that theory that customization in the long run only leads to less options than more. In this game it may happen that if there isn't a rigorous control, maybe Orcs should ALWAYS pick an Illusionist, because it's by far the best option. tunning down the Illusionist may end with something replacing it. However I'm not sure how much truth there is to this theory, however for sure what will happen is that some classes/sides combo are going to suck, but I guess I'm ok with that. So what should I do?