Quoting Bingjack, reply 13
Exactly. And my champions finished the last large map game with a max speed of 4. If you still think thats too fast, you can throttle the speed at the champion level. Meanwhile units can be deigned with both mount and Scout bonuses, when your Champ only has a mount available.
I fear the dev response to this will be to simply remove most of the +speed perks from the units as well, making the game speed ever more glacial.
My point is that by taking the +speed perks now, you're forgoing perks that make your units stronger in other areas. Once combat is balanced properly, acknowledging that it's not yet, that choice will be significant. You're choosing mobility of your army at strategic level over direct combat effectiveness. By making armies always move at the speed of the hero, that choice doesn't exist. You're removing a realistic and valid choice, indeed a crucial element of strategy (the disposition of forces), from the game, for no gain at all.
Id be removing something from the game that I dont think really adds anything and add incentive for more troop variety in return, and emphasizing the strategic decisions you think are so important over (IMO )actual fun, to be handled at the Champion level instead of on the level of every individual troop. With greater incentive for more varied troop types on the board, it opens up many more options for strategy in deployment. Its not an army speed issue, because army speed balance can be controlled through the champion.
As to the "when the games balanced" thing, you and I simply have different levels of confidence in how much the game is going to fundamentally change between now and release. Look at the traits that you have to "give up" in order to get + speed traits and equipment. +3 to Dex? + 2 to Con? None of that is worth giving up a square of all important map movement. It wouldn't be if they were twice as powerful, and we probably dont want them to be. CdrRogdan said if something doubled or quadrupled his army's power, it might be worth giving up speed. Nothing there will come close to doing that. An imbalanced monster with a super ability might be worth it, but I dont see a trained unit ever being so, unless it becomes an entirely different game. But it might be worth giving up speed on the tactical map for those kind of abilities.
Like I said, I fear the devs will simply further nerf + speed traits that are good for the tac map, and just keep slowing everything down when the pace is already glacial, IMO.
The movement speeds in FE .86 are too slow to worry too much about penalizing players for wanting to get to play with their toys. I dont feel this restrained in other games that have overland speed penalties for slower troops, because the range of speed is greater, and you dont feel like gouging your eyes out. I get to play tactical battles with my slow troops, my fast troops, and everything in between. Some really fun tactical fantasy games dont model this at all, it's all at the Hero's speed. And again, I'm not saying to make armies faster, because champions are already moving around this fast. I would occasionally like to be able to use that Drake lair I just got.
There are many different reasons for this, and there's no one way to get to the same place. Players think myopically about these situations, where devs have to look at big picture. Im just telling you, I really am not enjoying the effect overland speed importance has on unit design and army mix. I thought this might be a simple fix without ripping out the entire speed system. If not, I do think I'd like to see it ripped out, and have Overland speed be separated from Tactical movement, like it is in other games.
This is not a "do what I say, or else I wont buy" situation, as Stardock has graciously decided to give this game to me for free. But I think they've slowed the game down too far. If I'm honestly expected to move 2 spaces a turn for most of the game, in order to get more varied units on the battlefield, I cant see myself playing it. I simply have to play the "fun" card here. I want to use my monster units, and build lumbering shield paladins that move 1 space at a time on the tac map, and I don't want it to hurt quite so much to have to do so.
If Fallen Enchantress was a deep Grand Strategy game, I'd be more hesitant. If I had any control over where I put roads, it might be different. But it's not. And I dont'. It's light, and hopefully fun, maybe on the level of HOMM or AOW when all is said and done. I didn't feel this restrained in those games. I could actually play with my toys.
I'm repeating myself now, and I think Ive answered every common point that keeps coming up, so that's it for me. I made my pitch. Just something to consider. Thank you everyone for your replies, and please continue to eviscerate me, because debate is always worthwhile, even if the knucklehead OP has said something really silly. I just hope some of you could maybe think outside the box a little more on this issue, and more soberly weigh what you're really giving up, in comparison to what you gain.
Thanks!
[Edit] @ Kantok
I'm sorry man, I just dont think we're seeing eye to eye on things. I thought I addressed your points, but we keep just saying the same things over and over to each other. Ive never felt gimped in the game by not using more than the 1-2 champs I pick up in the early game without much recruiting tech. Champions arent mandatory. Does it give added value to using them? Sure, in some ways. But nothing else changes. Honestly, if it encourages the player to host fewer standing armies, I think that can only be better for Strategy, not worse. Having Unlimited armies makes everything too easy.
I'm afraid we don't perceive the game the same way. But I appreciate your responses.