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Topic ClosedArmy travel time/Magic

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CranK View Drop Down
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Direct Link To This Post Topic: Army travel time/Magic
    Posted: 04 May 2010 at 22:39
1. Mana is for most people a thing that just can't run out.. keeps adding up and nothing to spend on.

2. Most town are like hours, in some cases even DAYS away and no1 even bothers to attack them because those towns have far too much time to raise defence, magic spells or get reinforcements from far away.

So i thought, why not make some magic spell for creating a portal to reduce army travel time by like 50% ?
so if you send your army to a town far away like i did for reinforcement to someone:
1d 21hr 29m 42s
16%

it would take a certain % off that traveltime and make some kind of portal where your army walks trough.
 and this for example:

magic spell 1: magetower lvl 5 = research for 10% off the travel time
magic spell 2: magetower lvl 7 = research for 20% off the travel time

and up to 50% off the travel speed.




Edited by CranK - 04 May 2010 at 22:39
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Larry View Drop Down
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Direct Link To This Post Posted: 04 May 2010 at 23:12
While your proposal could be looked at, go check out the may 4th update, it provides another use for Mana. I do agree that things are very far, I'd almost like to see a 20% speed increase across the board, but that's another matter.
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Direct Link To This Post Posted: 04 May 2010 at 23:37
I like the idea.  maybe we should also have a cap based on mage tower of some sort to even things out.
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Tor Odin View Drop Down
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Direct Link To This Post Posted: 04 May 2010 at 23:37
I think the mana travel speed increase, or mana portals created at allied towns for fast reinforcement travel is called for. Attackers should not have the option to just walk over anyone who's living a bit on the edge because there is such mad distances in this game to cover. Maybe siege mages, siege units whatever can be sent with the army to break it as a counterfeature but.. at least make getting there slightly more possible. Consider, not all people play this game 24/7 either...
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Direct Link To This Post Posted: 05 May 2010 at 04:14
what about actual map portals that are set in place, i'd also be something other than towns and resources that players/alliances could fight over
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Direct Link To This Post Posted: 05 May 2010 at 04:22
siege engines should be too big to fit through portals though
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Direct Link To This Post Posted: 05 May 2010 at 09:54
On the army/unit speed size, spells in the combat magic school - soon (tm) - will be able to increase movement speed.

We do also have a high level Runes school spell under consideration that would perform a similar function.

It's not guaranteed to make it ingame, but the current thinking is:

Spell Name: Runegate
School: Runes
Level: 18-20
Description:
2 Runegates are required for operation - one at the source, and one at the destination. 

These are extremely complex magics, and require substantial upkeep to keep open. 

Upkeep cost would vary by distance between the gates.   Units at one or other gate would be able to instantly travel through the gate, arriving at the other gate in the pairing. 

Each unit going through would consume an amount of mana equal to the unit's gold upkeep value.  Siege Engines would be unable to enter the gate.


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Direct Link To This Post Posted: 05 May 2010 at 09:55
We are also considering "random" pairings of portals/wormholes scattered on the map, shifting their locations over time; and perhaps with a set of spells designed to stabilise them temporarily.
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Direct Link To This Post Posted: 05 May 2010 at 13:50
Just as i wished for :D now lets hope it will make it ingame Thumbs Up
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nonin View Drop Down
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Direct Link To This Post Posted: 05 May 2010 at 22:55
wow GM - go for it - it sounds sweet and will add some interesting points to this game :)
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