HonoredMule wrote:
If using a spell, I'd make it very expensive indeed, but also give it base cost plus distance-scaled cost so people can't just start jumping all over the place. There would also need to be a rather cheap, available-early spell that makes a large surrounding area off-limits to such transport. It's effects should also be added to the new player protection.
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I'm gravitating towards the idea of a teleportation spell as well - it makes the coding end *much* easier.
I'm interested in the 'cheap spell to make a large surrounding area off-limits' idea, though I do think this would mean that the "naturally populated" center of the map would effectively be barred from this kind of transport even if we used a fairly small radius like 5 squares.
What we're considering implementing for the "free relocation for every city" offer ("Sigurd's Spell of Ultimate Teleportation") granted with the completion of the biomes and factions is a one-off spell that has certain restrictions on casting:
- All your units must be at home
- You must have cancelled all your trade offers
- You cannot have any reinforcements in your city
- You cannot be under siege or blockade
- You target a square to teleport to
- The target square you choose *cannot* be within 10 squares of another
player who is either neutral or is in any alliance other than yours
- The spell will take time to cast, and the time taken to cast will have a minimum time, and then depend on distance to destination and size of city. We're anticipating somewhere between 3 and 48 hours for smallest to largest cities from nearby to very far away
- Whilst the spell is casting, you cannot dispatch units or accept trade offers
- When the spell completes, you take your city's underlying terrain with you, and instantly arrive at the destination
- You must cast the spell within 4 weeks of being granted it; it's not something you can save up for a rainy day :)
This isn't yet cast in stone, but it's where we're heading, and thoughts are welcome.
One thing I'm not yet clear on is what we do about incoming units from other players. For the purposes of this one-off relocation, I'm tempted to insta-return them home to the sending player; but we do need to think about how to deal with this if we actually turn this (or a version of this) into something players can do more regularly.
I'm also interested in people's thoughts as to whether we should prohibit proximity to another city (or another already cast teleportation spell that hasn't yet activated); it'd be sad if large numbers of people in the game used this as an opportunity to create (frankly, excessively ugly - even if highly practical) alliance powerblocs all over the map.
Best,
SC
Edited by GM Stormcrow - 14 Sep 2010 at 22:58