[Gameplay] Teleporting Armies - Not Realistic

When my capital city is threatened I simply teleport my 200pt+ or 400pt+ army back home. (PS: I never see the AI do this.)

Though I apprecaite the tactical flexibility that teleportation offers, and use it freqently,

it would be best if you could only teleport sovereigns, champions and summoned creatures

This would;

a. Increase the importance of recruiting champions and summoned creatures (that can be teleported)

b. Force the player to garrison cities, instead of relying on teleporation spells to guard cities against enemy armies and wandering monsters/bandits.

If not, then I suggest increasing the cost of the telportation based on the number of units teleported. This would better reflect the cost assoicated with teleporting 500, 1000 or 2000 soldiers.

  • Teleporting 1 Unit cost 10 mana
  • Teleporting 2 Units cost 30 mana
  • Teleporting 3 units cost 90 mana
  • Teleporting 4 units cost 270 mana
  • Teleporting 5 units cost 810 mana

In fact, you might want to consider three teleport spells:

Teleport (Level 2) - Teleports Sovereign - Cost: 10 Mana
Teleport Others (Level 3) - Teleport Sovereign, Champions & Summoned Creatures - Cost: 40 mana 
Teleport Army (Level 5) - Teleports an entire army - Cost: 400 mana

Or just two;

Teleport (Level 2) - Teleport Sovereign & Champions to Home City
Teleport (Level 4) - Teleport Sovereign & Campions to anywhere in friendly territory

7,829 views 14 replies
Reply #1 Top

I don't play this game anymore because of that. We'll see whether FE still uses teleport...

Reply #2 Top

This teleport issue has been discussed extensively in a number of threads over the past year or so.  For me, the bottom line is that if a player wishes to exclude teleport of armies from the game, the solution is rather simple.  Don't learn the spell, and don't cast it.  The AI, last time i played, doesn't use it, anyway. 

 

A compromise, which has been suggested to SD a number of times, is to increase player customization of the game.  A simple set of check boxes available as apart of the set up of a particular game would address this so easily.  Give players a choice of opting in or out for certain spells, and other things for which there is significant differences of opinion  in these forum.  Why must it be all or nothing?  Teleport or no teleport?  Just make it in option at setup, make everybody happy. 

Reply #3 Top

I think an option at the set up of a match/game would be nice.  But if it is allowed it would be great to see if the ai races would/could incorporate it.

 

 

Reply #4 Top

Champions teleporting i don't mind. But large groups of soldiers I thought it to be a lil unrealistic. Now if a faction as part of this specialization had teleporting in a manner similar to what the OP suggested, that would be cool.

Reply #5 Top

Hahah like teleporting mutliple people is any more unrealistic than one?

 

Reply #6 Top

realistic?  ah, ummm, isn't the whole game EWOM based on 'unrealistic' things?  Its an alternate, fictional reality.  We make of it what we wish, (or what we can get the developers to make of it).

Reply #7 Top

Ya! And enough with this fireball BS. You can't shoot fire from your hands. For that matter, where is everyone sleeping? I have counted the number of windows in my city and there must be 2,000 people on the streets at night. That is just not sanitary. Thank you for caring enough about this game to be sure it holds up to its flight simulator predecessors.

Reply #8 Top

I'd say that army gating should be a lvl 5, 500 mana spell.

 

Low-lvl teleport should just be for sovs/champs.

Reply #9 Top

I'm thinking teleport type spells should only be in the game if the AI both uses and knows how to counter. Otherwise it's just an unfair advantage for the player.

Reply #10 Top

Quoting AlLanMandragoran, reply 9
I'm thinking teleport type spells should only be in the game if the AI both uses and knows how to counter. Otherwise it's just an unfair advantage for the player.

Brad made a big deal during the WoM beta about how nothing could go into the game if the AI couldn't handle it. Looks like that still hasn't manifested even so long after release.

Reply #11 Top

Quoting Alstein, reply 8
I'd say that army gating should be a lvl 5, 500 mana spell.

 

Low-lvl teleport should just be for sovs/champs.

Obviously cost should scale with the number of units transported. And there should be restrictions / draw backs on teleporting that prevent the worst abuses.

Reply #12 Top

Absolutely.  The best games have two things that relate to this discussion.  1) Lots of 'interesting' choices.  That means teleporting should entail some risk.  And, of course, the 'more' you teleport, the greater the set of risks, and well as benefits.  Interesting choices leading to interesting decision making.   2) maximum player flexibility in -- customizing --  the environment in which one will play.  many features should be accessed with an on/off, or sliding scale, upon set up of a game.  This applies to teleporting, as well as many other major 'aspect' of the world one is about to create and play in.  How many and how tough will the bandits be?  Use a sliding scale to set it.  How many, how bad wild monsters?  Sliding scale to set it. etc.   Want to play in a magic rich world?  Set the sliding scale.  What to play military / economic without magic?  Adjust the sliding scale.  What to play in a desert or a well irrigated plains, or forested landscape, well adjust the sliding scale. 

While the games back story is about a few great mages that can channel water and food and bring the dessicated land to life is wonderful.   Why limit the game engine and world creator to only that desert experience?  Allowing player customization of these factors will extend the lifespan of the game, and enhance re playability way beyond what might otherwise happen. 

Reply #13 Top

Some kind of cool down and a debuff for disorientation or something could help. Or the debuff/bad effects such as damage could happen at random.  So you might be able to get back to protect your city, but might not be in good enough shape to do it as well.

Reply #14 Top

I like the idea of a 'teleportation sickness' debuff that puts you at a disadvantage if you intend to fight in the next few turns.