Sry for the double post, but this is going to be long and I want to separate them.
My second idea is...
Soccer2 (you already did one).
Here it goes:
this is the ball (just 1).
A limited (out of bounds included) field where to play with two gates. The gates will be football style, not rugby. You will see why in "the crits" chapter. Gate hight: The peak of a tauren or a draenei jump (with the tauren/draenei included, of course), so don't get a gnome to be your goalkeeper.

The rules are simple, the gameplay is more complex, I will explain.
Rules:
- score goals
- the teams should be 5 to 10 players, always equal.
- the teams: A vs H
- everyone plays on foot. whoever mounts... 2 mins on the bench.
- no pets allowed (hunter, warlock, shaman, mage)
- no speed buffs
Gameplay:
1. The players must be invincible! They must not be able to attack each other, no matter what faction are they on. They must concentrate on the ball (also invincible).
2.
Ball speed = lvl 60 mount (increased 100%)
3.
How to move the ball. Now here comes the interesting part.
You can move the ball by hitting it melee or with spells.
The trajectory:
Let's say the player is in point A and the ball in point B, regardless the distance between them. When the ball is hit (melee or spell) it will go further away from the hitter, on the line described by the two points, A and B. The distance is 10 yards.
Melee hits:
I don't have much to say here. Ranged or not, when you hit it, it goes.
Spell hits (regardless of cast time):
Normal spells (eg fireball, fireblast, earthshock): like a ranged melee
AoE: Respects the trajectory rule, so no matter if the ball is in front or behind you.
DoT: This I think it would be interesting if the ball would move every time the DoT hits, 2 yards, no matter if someone changed it's course. This includes the small DoTs a mage has with the fire spells and other spells alike.
Explanation:
If a warlock puts a DoT on the ball, it will start to move by the trajectory rule (2 yards at a time). When the DoT is still active, if a warrior hits it with melee, the ball will change direction accordingly, move 10 yards from the melee hit and then continue moving 2 yards at a time when the DoT hits.
If a mage hits it with pyro, the ball will move 10 yards and then 2 at a time, because of the DoT.
Other spells: In this category are the buffs, curses and such.
Explanation:
You cannot buff the ball, because it's your enemy... you attack it. If you curse it... what's the difference... ? It's invincible.
If a mage hits it with a frost spell, it will slow down accordingly to the spell's effect, but still move 10 yards.
The druid can entangle it, but here is a story, just in case a druid considers that he should spend his mana to keep the ball put and make everyone say bad words

. So, if the ball is entangled, it will stop in it's tracks, but not till the entangling is over, but till someone hits it again. Same with the rogue's sap and others in this category.
The spells which as a secondary effect have "freeze" for a few seconds (up to 5), the ball will freeze those seconds, and then move.
Shaman totems will be considered AoEs.
You can hit the ball in it's movement and change it's course, no matter if it's a DoT, melee, or anything else.
Only the DoT cumulates to the 10 yards! If the ball is hit for 10 yards and someone else hits it, the ball will change direction and move in the new direction for 10 yards.
The Crits:
As we all know, the crits are random. So the difference between a crit and a normal hit is: the ball will fly with a peak a little higher than the upper post of the gate. This way sometimes a crit is not good, the ball can go over the target

Distance: 20 yards. Speed: 200%
4.
Out of Bounds:
Football rules apply.
But I think it would be better if the field would be surrounded by walls, and the ball cannot get out, but bounce out of them.
5.
Ghost or NotIn WoW no one can bump in another player or a mob. You go right through it.
Is soccer2 would be very nice not to be able to do that. It would radically change the gameplay. You could stay in front of the ball and it would bounce off of you. If you are 3 yards near the ball and it hits you, it will bounce 7 yards, the direction depends on the angle it hits you. The same with a wall.
If you run into the ball and touch it, the ball will move 1 yard in the angle you've touched it. For example, if you hit the ball with your 2 o'clock and you are going forward, the ball will move to 2 o'clock 1 yard. You can move the ball that way and pass it when you need to.
If "not to be a ghost" is impossible, there is a strategy that might just do the trick. Even if you are a priest, you can still melee. So, right click on the ball and you are always ready to melee it. You just have to face it. In this way, you can stay in front of the ball and change it's course even if you are like a ghost.
Other- If the ball gets out of range, the cast will then be stopped.
- No mater the damage inflicted on the ball. The only thing that makes a difference is weather you crit or not. So you will melee the ball just as far, no matter if you are a warrior or a mage.
--( Soccer2 Lite Version )--- all the spells and effects that "freeze" or "slow" are ignored
- rugby like gates to score goals
So this is it for now. I will make constant adjustments to this post, if ideas pop up

I know it's not doable, because it's almost an entire new game and the human resources are limited, but it was nice thinking about it.
