"the creeps from a dead general should just become mindless normal creeps having lost their commander"
Hmmm, so if the five generals on a team bring their full commands down a lane and then all the generals die, the minions will start to act like allied creeps? Saying early game each general has five creeps (minimum), and each unbuffed creep is as powerful as a minotaur: that's 25 extra minotaurs in one lane you now have to deal with before level 5..Coordinated kamikaze attacks ftw!
And as Trigeminal mentioned, this idea might not work well in a model where minions are valuable, since the general has to replace any minions lost when he respawns, even if he has the ability to recall the ones he had before. That's more than ok, other models can work, too, but it's good to examine a mechanic in light of the other elements in a given model.
So as I see it we have a few models of direct-control generals going in this thread so far:
1. Valuable Minion
a. Generals create/summon each minion (or squad of minions) individually, at some cost and difficulty.
b. Minions are not easily replaced if killed, but can be classed (scout, warrior, priest, etc.) and upgraded repeatedly.
c. Minions may possess individual or group abilities and may synergize with the abilities of their parent DG.
d. Upon the death of a general, minions are removed from play (retreat to base, become frozen and indestructible, etc) until general respawns.
e. Minions may operate in groups independently from their general, but will be far more effective when the general is close by. Additionally, general will earn no or partial xp from minion kills when not present.
2. Cheap Minion
a. Generals create/summon minions cheaply and in bulk
b. Minions are easily killed and replaced, and if classed or upgradeable - in groups
c. Minions possess few if any individual abilities, with the possible exception of healer/medics or special units. Synergies with the parent DG are still possible in this model.
d. Upon the death of a parent general minions also die or evaporate
e. minions may operate in groups independent of their general effectively, but are more effective when general is close by. General will earn no or partial xp for minion kills when not present.
3. Traditional RTS General
a. minions are generated by general or barracks, price depending on class/type. Base minions are very cheap.
b. minions are easily killed and replaced on an RPS scheme (archer>swordsman>horseman>archer, etc) and if upgradeable - by class/type
c. minions have few if any special abilities outside of special classes. Synergies with parent DG are unlikely in this model
d. Upon the death of a general, minions are either killed or revert to normal allied creep behavior until general respawns
e. Minions operate almost entirely independently from the general, who is responsible as a unit for building barracks and other specialized buildings edit: also minions earn xp for generals even when general is far away
[If you guys feel that some elements should be tweaked, deleted, or added for any of the above (or I missed a model completely) please feel free to post it.]
Meantime, I don't see how #3 can ever work in the setting of the game we have now. It's good, but it just doesn't fit in a game that also incorporates player-character.
I really like # 1, but I could live with # 2.
What do you guys think?