Teleporters

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Teleporters

Postby Pillager » Sat Dec 18, 2010 4:24 pm

Teleportation gates would be a nice addition. When making a map, you would place the gate, and then select the square it led to.
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Re: Teleporters

Postby Jahukott » Sat Dec 18, 2010 4:36 pm

I'd hate that. The 2d array of water and land tiles of different movement costs, provides a very easily comprehensible topology of a map. You can very simply, without explicitly thinking about it, look on the map and visualize, how far some areas are from some other areas. Teleportation gates ruin that.

Also, theme-wise, the map turns slightly from likelikeness towards an amusement park.
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Re: Teleporters

Postby Pillager » Sat Dec 18, 2010 4:57 pm

I agree that overuse, or ill-considered placement of teleporters can be very confusing. However, some people like that sort of mayhem, and I might actually play a map like that occasionally (for a change of pace).

The teleporter is a very versatile tool and opens up all sorts of possibilities (if used with intent and restraint).

And as far as this game being remotely 'likely'...have you seen the city flying in the air dripping lava? Have you encountered armies consisting of: a hero, a devil, a unicorn, a medusa, and a couple of spiders? Just think about what that would actually look like. :lol:

Anyway, gateways to distant lands/other worlds are pretty standard fare in fantasy literature...so it fits the theme just fine.
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Re: Teleporters

Postby Zajoman » Sun Dec 19, 2010 8:41 pm

Well, by smart map design, this could work. Maybe having a single pair of teleports on a map.
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Re: Teleporters

Postby Jahukott » Sun Dec 19, 2010 10:26 pm

I do think the lavadripping flying town things are over the top, and that light infantry could be a bit more prominent as compared to the fantastic creatures!

I wouldn't want to play on maps with teleporters, but I suppose if you have eg some icons next to open games that show whether the map has teleporters on it or not, it could be fine.
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