GAZZ wrote:
[Gameplay] Spells: Teleport balancing and new concepts
As most would agree, the ability to port your Stack Of Doom (tm) clear across the world at the cost of 5 mana was game breaking.
Once you had any children with in-combat mana regen, the cost became absolutely trivial and with it the entire concept of movement or garrisoning.
MOIISKA pointed out a possible solution... that might actually work! (I only refined it a bit)
Spell: Teleport
should have a base cost of 4. For that price it only ports the channeler around.
Every additional unit in your stack adds +2 mana to the cost of the spell.
Porting a stack of 3 would cost 8 mana, a stack of 12 would cost 26.
Spell: Teleport Friends
would have a fixed cost of 10, plus 0.5 for every additional unit.
So 16 mana for a full stack. ETC>>>>
Wonderful ideas Gazz, wonderful... Might I also suggest that if something of this sort is added, that the SOV (not others) have the ability to set ONE strategic map tile as a "return point." This would be a base to which the SOV/and entorage may teleport more quickly, at less cost,, etc. It would cost mana to set the return point, and it would cost mana to maintain the link. Wise people have a bolt hole set up, or an escape tunnel, or a panic room.