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The point of AoS and all its incarnations always was to only control a hero unit while the AI handles the supporting army,something that sacrifice most certainly doesnt.
Also AoS might or might not already have been around when Sacrifice was released back in 2000.
That aside...yeah I dont really know what to make of this...you made a bunch of observations that dont really add up well in my opinion.Its all a bit far fetched.
Also, Raz, I think you're taking it a little too literally. Genre's do not have finite borders. What it really comes down to is the over-all "feel". And if you ever spent any ammount of time playing Sacrifice in multiplayer, and any MOBA, well, the similarities are deffinitely there.
Whether Sacrifice inspired the idea, or both are just isolated tangents off traditional RTS... well, who knows.
If you want third person League of Legends, play Smite.
technically in sac you got your wiz you position around with on a flat map surface, in which there are holes so they limit the way you can position just like how walls would do in mobas.
other than that wizards do have powerful abilities/spells, but they can in no way kill one another because spells got huge cooldowns and are quite hard to pull off if your opponent is expecting them.
so creatures are what drive sac, converting your souls into units which deliver damage in either close or ranged form, some attack more frequently some attack less frequently and depending on the balance some of them tend to miss more often some of them just not as much.
then, there is the teleport abiltiy which allows wizards to teleport to structures they have, just like how wards work in mobas. (smite for that matter)
but in sac you teleport your army with yourself, and that creats a whole lot of difference.
technically no matter how powerful army you have, an army by itself can almost never compare to another army as long its supported by an enemy wizard.
hence, creatures only serve as tools to take structures, overcome other armies if supported, or the biggest and most interesting aspect of sac, to raid structures and creature pressure on the enemy and control his wizard's and army's positioning.
To put it simple, imagine that there's a flat s-shape map, on each end is an altar.
At the altars spawn the wizards, they must position to each other's altars to cast the desecreation spell and begin the ritual to finish the game.
But to kill another wizard and in general to do anything you need mana, which is how manaliths come into the picture.
So you add a certain number of manafountains on to the map, now player still behave as before, they travel towards one another's altars to commence the ritual, however no matter how much mana they can still not kill each other's wizards, hence the game cannot really end.
But if you bring creatures into the picture, you can both bring down manalithes, and kill wizards.
Some gods got more powerful creatures, as for example pyro's pyromanics do an insane amount of ranged damage in very short period of time, while stratos's storm giants can 1-2 hit a pyromanics, but if hit by them as they try to close in the gap between each other, stratos's storm giant will most likely die before it can reach the pyromaniac.
Now take 5more of each creature, and you can see, how the game shifts in an instant.
There's a great chance that 5 pyromanics will automatically attack the first storm giant that enters their attack range, which inevitably ends them up wasting their attacks, and the storm giants can reach them and kill them possibly.
However, player skill can shift all this, by controling when one attacks, and in what fashion.
SAc's creators were really smart when they added the Advance option.
Thanks to that one can almost perfectly specify how creatures should attack, but it creates a disadvantage, which is that creatures will naturally try to purge through the enemy lines one by one, rather than attacking randomly.
But one can simply select and order creatures separately, though creatures have a tendency of being confused when ordered. Ignoring commands. So finding the right balance in how to use these two commands is important.
Now back to the fundamentals.
Technically there's no initial balance to sac, depending on level, player skill, map settings, the balance shifts to certain god's favor.
Gods like perspehone can turn really powerful if just for 2-4 extra souls.
Whiel gods like stratos dont really benefit from too many souls at all.
Around 4-6 levels.
However above level 7-9 it changes, weak gods almost in all cases turn superior to the previously powerful gods.
In short, sac is full of amazing things.
I can understand where one finds the relation between a game like sac and mobas.
But mobas come nowhere near to sac. And proly never will.
Hope we dont have to see this game completely disappear, it would be a waste.