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Teleport Circle - Destroyer of Worlds
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<blockquote data-quote="clockworkjoe" data-source="post: 13485" data-attributes="member: 1321"><p>Why Teleport Circles are NOT Destroyers of Worlds:</p><p></p><p>1. Logistics make it unlikely for it to be widely used (i.e. reasons mentioned above)</p><p></p><p>2. Yes, Teleport circles are a far superior choice to conventional travel methods. But, only if you want to go to point A to point B.</p><p></p><p>Can't hit a bunch of places on the way like trade caravans do. Can't change your destination either. Once you commit to a teleport circle from A to B, that's it. If point B becomes a lousy trade partner (by say, realizing that you spent too much making the teleport circle and can't back out of the deal and so decides to 'renegotiate') you're screwed. Also, if your partner wants to ambush you, you can't do a whole to stop him. You can only send a circle's worth of guys to attack while he can souround you. </p><p></p><p>3. They are easy to destroy, unlike say a ship or caravan. </p><p></p><p>4. Should a merchant company or government exploit a teleport circle for all its worth, I say let them. Enemies should find it relatively easy to dispel a single spell as opposed to destroying ships and caravans. While all forms of travel can be disrupted or stopped, Circles are more vulnerable than a caravan or ship, as attacking them requires a massive military effort, not just a single spell to dispel. Besides, investing in teleport circles would require a MASSIVE amount of resources. </p><p></p><p>5. Finally, I think teleport magic should be allowed as a normal travel choice for large orginizations. They are superior but limited and fragile choices. A group using them will gain a huge advantage at the cost of possibly losing all travel/logisitics. Any company or army that uses them will probably grow to depend on them with no thought of a backup plan. And thus should the circles fall, the army or company falls with them. </p><p></p><p>thems my thoughts on the matter</p></blockquote><p></p>
[QUOTE="clockworkjoe, post: 13485, member: 1321"] Why Teleport Circles are NOT Destroyers of Worlds: 1. Logistics make it unlikely for it to be widely used (i.e. reasons mentioned above) 2. Yes, Teleport circles are a far superior choice to conventional travel methods. But, only if you want to go to point A to point B. Can't hit a bunch of places on the way like trade caravans do. Can't change your destination either. Once you commit to a teleport circle from A to B, that's it. If point B becomes a lousy trade partner (by say, realizing that you spent too much making the teleport circle and can't back out of the deal and so decides to 'renegotiate') you're screwed. Also, if your partner wants to ambush you, you can't do a whole to stop him. You can only send a circle's worth of guys to attack while he can souround you. 3. They are easy to destroy, unlike say a ship or caravan. 4. Should a merchant company or government exploit a teleport circle for all its worth, I say let them. Enemies should find it relatively easy to dispel a single spell as opposed to destroying ships and caravans. While all forms of travel can be disrupted or stopped, Circles are more vulnerable than a caravan or ship, as attacking them requires a massive military effort, not just a single spell to dispel. Besides, investing in teleport circles would require a MASSIVE amount of resources. 5. Finally, I think teleport magic should be allowed as a normal travel choice for large orginizations. They are superior but limited and fragile choices. A group using them will gain a huge advantage at the cost of possibly losing all travel/logisitics. Any company or army that uses them will probably grow to depend on them with no thought of a backup plan. And thus should the circles fall, the army or company falls with them. thems my thoughts on the matter [/QUOTE]
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