NOOBY93 wrote:It's like you don't even play the game.
Discarded for being ad hominem.
None of these ideas would make for fun gameplay.
In case the aim is to (more or less) actually simulating living in an environment then actions should have consequences and a cost that limits their available use - the current teleportation with roads and to the HF seems broken in that regard for as these are action that have no cost (thus are limitless) and (as of being repeatable for free) reduced to no consequences.
It seems that the ability to travel large distances instantly without any reasonable expense (not even using any energy at all) is overpowered. To be able to (effortlessly) teleport into the mines and back to haul several thousand units of ore to your smelters (or to port away everything from a raided village that isn't nailed down to a place several supergrids away) within the hour reduces the value (thus the appreciation) of the outcome, which makes the game less rewarding, thus less fun.
To be clear on that: I don't intend us have to walk everywhere in realtime every time, just to put a limit on the distance that can be covered within a certain timespan to increase the effect of map locality. Being able to (given roads connecting them exist) visit the four corners of the world (or any other random places) within a few minutes without any limitation on repeatability (and this is what we currently have, the only effort is the initial need to setup the milestones) makes any and all map features irrelevant and is lame&boring as it basically turns the game into a MOBA - and should be changed.
Sure: this is all IMHO. The idea of 'fun gameplay' differs between different people, for someone only in for the fighting (with everything else just being experienced as an annoying prerequisite, including getting to the location of the fight) the idea of less limitless teleportation might not sound that convincing.