Wc3:WoW will not work at all if you don't have Warcraft III: The Frozen Throne fully installed. WarSoc may not work either for most or all maps.
About the gaining control over towns, I for one, like the idea. In fact, it's what I've always wanted for WoW. It'd actually make the game into an RvR genre (Realm vs Realm) if there was just one more playable faction, such as the Scourge or something like that. And as good of an idea this is, Blizzard will not add this type of gameplay to their game, therefor, being that Wc3:WoW is meant to reflect the gameplay, Wc3:WoW will not be RvR based unless if an expansion for WoW comes out and includes some pretty awesome RvR... actually... all RvR pretty much rocks!
We will of course add new elements and features of course to the Wc3:WoW campaign, but nothing that will drasticly change the gameplay such as RvR or Player Housing (Which would be awesome if WoW had Player Housing
).
I've been getting some private questions about an Underwater & Swimming system and how some features which are still pending whether they will be added to Wc3:WoW or not will work in-game.
Under Water System: The Under Water System (If we ever gain the patience to redo pathing in all maps) would probably feature the ability to swim up and down and so on in the water to give it that swimming under water feel. We'd need to add new animations to all player models which would also take some time. How the visuals will work when the player submerges into the water and swims back up is still in thought as well...
Flight Paths: The problem with Flight Paths is pathing and how they'll work when zoning into another area and even the camera may be screwy and buggy as well. A hero may spawn under the control of the the same player on the Wyvern or whatever and that'd definately screw with the cameras and movement.
Zepplins and Ships: The plan of adding Zepplins and Transport ships is to be like WoW and allow the player to run around while the Zepplin/Boat is in motion to show off scenery and give it that WoW feel. One again, pathing will definately be an issue when it come to this. Especially when the Zepplins go over hills and mountains. Even if we have a trigger to set the height of the zepplin to something specific every X seconds, the zepplin will tilt and look rather odd in-game. Another issue is keeping the unit moving in the direction the zepplin is moving while the unit is ordered to run somewhere on the zepplin, so the unit can for example run to the end of the zepplin/boat while the zepplin is turning or moving in some direction and moving the unit in a direction, but without the player really noticing.
I really want to get the second and third feature in the next public release, but there is a really strong chance that an Under Water System will not be included, but we may add a swimming system.
~Craka_J