Posts from Ideas and suggestions.
This already happened in The Simpsons :) (read about it in the walkthrough – checking scientists, huts, etc.)
Why buff logisticians even further?
This is an alternative to DD (to increase the chances of finding valuable control spells), not a buff for logistics. In theory, it could be implemented so that MP regeneration doesn't take into account bonuses from logistics specialists; then, in principle, it would be evenly distributed.
But, in my humble opinion, the feasibility of introducing a new control spell is highly questionable. And if the idea of MP regeneration is still somewhat acceptable, then suggestions like a spell to transfer creatures from one hero to another are beyond the pale. There are already enough control spells, and they are not that difficult to find; why make the game even more dependent on control? To balance the schools of magic? And why does anyone think they should be balanced?
Kirr will be running around with 5000 MP. If something like this is to be implemented, the MP regeneration should be the same for everyone, regardless of their initial MP.
That's why a percentage-based system is needed, because it's not always possible to find gloves/boots, it's not always possible to maximize stats (it's risky in the late game), and therefore, the maximum possible amount of MP won't always be restored. And if we don't give a bonus to logistics specialists from their skill, then it won't be an enhancement for them; other heroes with a developed logistics skill, with artifacts, and with stat boosts will receive the same amount of MP regeneration from using the spell and will travel exactly the same number of additional cells. And the fact that logisticians already have a logistics bonus and can travel further by that amount – well, that's what logisticians are for; nothing will change.
P.S.: I wasn't the one who suggested transferring an army with a spell.
Since Dimension Door and MP regen should be interchangeable spells
And, I repeat, figures like 1900++ moves per day cannot be seriously considered; it's essentially a second turn, too strong a bonus, Water will become a must-have.
That is to say, the idea of gaining additional moves itself is interesting, but it needs to be implemented differently, either in terms of numbers or mechanics.
Well, finding current control spells is often quite difficult... that's why the topic of restructuring the guild is being actively promoted.
Balancing the schools of magic is a very worthwhile goal, by the way. Currently, there's a must-have Earth and a useful Air, and the rest are only taken if desired. This situation doesn't seem right to me.
As for me, the inequality of secondary skills is absolutely normal. And if it seems right to strengthen Water and Fire, why doesn't it seem right to strengthen other skills, like First Aid and Eagle Eye? What makes the schools of magic better?
Even this thesis is questionable. The mechanic of "either one spell or another per day" is somehow very flawed. It's a workaround for online play, not classic, and just plain bad.
DD is currently the strongest control ability, and it needs an alternative to effectively double the probability of finding a strong control ability.
Instead, the percentage should be applied in reverse, because it's not always possible to find gloves/boots, it's not always possible to maximize stats (it's risky in the late game), and therefore, the maximum possible amount of MP won't always be restored. And if we don't give a bonus to logistics specialists from their skill, then it won't be an enhancement for them. Other heroes with maxed-out logistics, artifacts, and stat boosts will receive the same amount of MP regeneration from using the spell and will move the same number of additional cells. And the fact that logisticians already have a logistics bonus and can move more cells by that amount – well, that's what logisticians are for; nothing will actually change.
P.S.: I wasn't the one who suggested transferring the army with a spell.
Currently, Dispel is essentially the strongest control spell, and it needs an alternative to effectively double the chance of finding a strong control spell.
Regen with figures in the order of 400-500 MP on expert water looks somewhat adequate and open for discussion.
The numbers could be scaled from movement without penalty, restoring 40% of the maximum on expert; with full optimization/artifacts/logistics, that would be 1400 MP (option 10/20/30/40).
In my opinion, the imbalance of secondary skills is perfectly normal. And if it seems right to strengthen water and fire, why doesn't it seem right to strengthen other skills, like first aid and eagle eye? What makes magic schools better?
Specifically, the problem with Tent and Eagle Eye is that they are for mages, and mages are weak on their own, so strengthening Tent/Eagle Eye will hardly change the gameplay. And if that's the case, then there's no point in making changes for the sake of changes. The same applies to most other magical skills.
For example, we quickly agreed on Scout, as this skill is often offered to popular heroes, many have it from the start, so there was a gameplay demand to strengthen it.