
Originally Posted by
C3aptain
Objective of spell:
-teleport units from one area to another
The spell itself is made up of two sub-spells, entrance and exit.
Troops affected:
-all enemy or friendly ground troops in the area entrance spell
Economy:
-bought from the spell factory as one whole spell together (both halves of the spell are bought as one spell)
Entrance sub-spell:
-takes troops into the teleportation void until housing space is full then it disappears
-has a given area of affect (circle) which is upgarded with the spell, maybe start off with a diameter of 6 squares
-takes in troops in order of how close they are to the centre of the spell's circle of affect (closest to the centre first)
Exit sub-spell:
-troops exit the teleportation void from here
-has an area of 2x2 square, which is not upgraded
-once dropped it remains open
-troops have a half second delay of disorientation from the spell (a sub-affect), in which the unit stays still in the exit sub-spell area and affects all units
-troops exit the same order they entered the teleportation void
Teleportation void:
-the area which the troops wait between entering and exiting the teleport
-has a set housing space to hold troops which is upgraded with the spell, maybe start off with 30
-troops do not fight while they are in the void
Way the teleportation spell works (ordered):
-troops are spawned and fighting
-entrance sub-spell is dropped and projects the area of affect
-troops within that area are swallowed into the teleportation void until housing space of the void is full
-entrance to teleportation void closes
-exit sub-spell is dropped
-troops exit in the order they entered the teleportation void
-each troop has a half second delay as soon as they exit, which is disorientation sub-affect of the spell, before fighting again
-exit is open for the rest of the match
Limits:
-troops must be present on the battle field before the spell is dropped (i.e. no spawning units directly into the teleportation void)
-Barbarian King and Archer Queen cannot be teleported by this spell (maybe flying units as well due to them being to far from the centre of the spell)
-entrance sub-spell is always dropped before the exit sub-spell
-no teleporting troops from different matches (just no), spell only works for the same match it starts in
-the teleport spell takes up two slots in the number of spells one can have
-entrance and exit sub-spells can't be bought seperately
Please tell me what you think.
From,
C3aptain (Emperor in-game)