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View Full Version : What if Boots of Long Strides gave mapmove 2?


Endoperez
February 24th, 2008, 09:43 AM
As the title suggests, I'm pondering how good mapmove of 2 is, and how hard it should be to get. There are lots of old mages with mapmove 1, and only few items that increase the speed at which a commander can move. Boots of Long Strides would be a N1, Constr 0 alternative. Good, bad, ugly?

Modding the item to allow this is currently impossible. I'd also like to see an "Mechanical Mount" item that took foot slot and gave "mounted" tag, if item modding ever gets that far.

MKDELTA
February 24th, 2008, 01:11 PM
Sounds clever. But would it being a N1 Cons 0 be OK? Hmm. It might be, BoLS aren't very desirable as of now.

Dedas
February 24th, 2008, 01:51 PM
With the risk of sounding ignorant, what does the BoLS actually do?

Endoperez
February 24th, 2008, 01:58 PM
'Running' intrinsinc makes moving around the battlefield cost half the AP it usually does, like Haste. Giving a unit more AP would be quickness; this allows the unit to walk twice as far without quickness.

Sombre
February 24th, 2008, 02:33 PM
I'd support this. BoLS are pretty useless currently.

Dedas
February 24th, 2008, 02:53 PM
Yes indeed. Could anyone suggest any tactic where BoLS is actually useful?

Endoperez
February 24th, 2008, 02:56 PM
Intrinsic trampler, such as Earth Mother, is the only one I know of.

Dedas
February 24th, 2008, 03:14 PM
Ah yes, of course. That would actually be somewhat useful.

Sir_Dr_D
February 24th, 2008, 03:57 PM
In the early stages of the game I will also put them Pretenders who I want to be able to get at archers fast, or for Pretenders who i want to get out fast should the army route.

quantum_mechani
February 24th, 2008, 04:07 PM
The boots are pretty much entirely useless as they stand, even mapmove 2 is likely too little, as long as the change is being made it might as well be mapmove 3.

Rathar
February 24th, 2008, 04:53 PM
I agree with Quantum. Mapmove 3 would be the way to go with them.

Jazzepi
February 24th, 2008, 04:57 PM
It would make them more interesting.

Like a nature version of the flying boots. Which are much better ATM because they give flying in combat, and 3 flying mapmove.

Jazzepi

B0rsuk
February 24th, 2008, 05:18 PM
If Boots of Long Strides gave Mapmove 3, it could have some unforseen consequences. Some commanders currently have mapmove 1 and, for example, Forest Survival.

(Machakan) Hoplite Commander : 1, forest survival
Bane Spider : 1, forest survival
(...)

Endoperez
February 24th, 2008, 05:26 PM
Both Machakan commander and Bane Spider have mapmove 2.

I think straigth mapmove 3 would give a small bonus to mapmove 1 mages who have been equipped with the boots, because mapmove 2 mages wouldn't be given these boots. The benefit would be too little, and terrain usually stops movement.

The other mages could still have Boots of the Messenger for the same price, and 4 reinvig is infinitely better than 'running' once the mages get into battle.

B0rsuk
February 24th, 2008, 06:01 PM
...but, but if you GoR a spider warrior or a machakan hoplite, then those boots would surely triple his movement ! ;-)

Dedas
February 24th, 2008, 07:44 PM
Maybe a far fetched idea, but the BoLS could give you a 50% chance of escaping/ignoring a assassination attempt as well as map move 2 or 3. What I mean is that if you can take "long strides" you could also take those strides away from your assassin. Although if your assassin is wearing them as well this bonus would be ignored.

Ironhawk
February 24th, 2008, 07:45 PM
Yeah mapmove 3 sounds pretty good. Its not something you'd deploy for all your mages... but it would certainly have a niche use for moving your heavy duty mages to and from the front lines.

Arcaani
February 24th, 2008, 08:03 PM
Hi, everybody!

Now, ummm, buffing stuff is all well and good, but wouldn't that make spells like Teleport (I'm not certain that is the spell's name) and Cloud Trapeze a lot less attractive than they currently are?

Amhazair
February 24th, 2008, 08:27 PM
Not at all. First of all the range of teleportation spells remains infinitely longer than 'just' 3. They also ignore terrain restrictions, and, most importantly, they allow you to teleport on top of enemy armies before they can manage to move away in the movement fase. You'd have to come up with something really special to make teleportation spells obsolete.

triqui
February 25th, 2008, 12:11 PM
B0rsuk said:
...but, but if you GoR a spider warrior or a machakan hoplite, then those boots would surely triple his movement ! ;-)


If you give any of those units flying boots the effect would be greater.

I dont see it so "gamebreaking" and they might actually be worth doing once in a while. Currently they are just a useless icon in the forge magic item screen