Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Travel Powers

174 posts / 0 new
Last post
General Havok
General Havok's picture
Offline
Last seen: 5 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 08/27/2013 - 04:48
Travel Powers

My perceptions on travel powers: There are two categories zone transfer powers and movement enhancement. Personally I believe that the zone transfer one should be incorporated in all travel powers most likely as a top or near top tier power level. I see any travel power starting off as a basic movement enhancement power, for the first tier. The second tier would consist of a passive increase to the first power, and the zone transfer would life at the third or fourth level depending on the fluff you wished to add to the power pools. The best option, IMO, would be to have the player be able to pick the mode of movement, and then allow them to designate the source of the movement, e.g. Flight (Jetpack, Boot Rockets, Wings, Helicopter Hat, None Apparent) As for the modes of movement, I see the following as reasonable candidates: Flight, Speed, Teleport, Jump, Acrobatics, Vehicle, and Tunneling. If anyone can think of other good candidates, add them below.

Warpact
Warpact's picture
Offline
Last seen: 9 years 3 months ago
Joined: 09/14/2013 - 11:04
Web-slinging/grappling comes

Web-slinging/grappling comes to mind for the Spidey fans. How about wormhole aka "The Boom Tube" or would this be more of a teleport?

I was also thinking maybe of an elemental type travel power, swimming (for the aquanauts), lightning which would just be teleport with a flashy start/end, darkness a sort of fade into shadow/darkness and reappear from it again more of another flashy teleport.

One thing I was thinking of also what about attack travel powers;
Superspeed punch
Flying dive bomb
Teleport multi-punch/kick
Jump an AOE stomp
Acrobatics/Parkour a jump kick/punch
Tunneling a ground bursting AOE
Grappling flying kick
and vehicle....well that's pretty self explanatory get slammed into by a car at 70 mph that's gotta hurt.

Just some ideas.

My villain, my hero you mean. I always think of my murderers as my heroes.

General Havok
General Havok's picture
Offline
Last seen: 5 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 08/27/2013 - 04:48
Warpact wrote:
Warpact wrote:

Web-slinging/grappling comes to mind for the Spidey fans.

There could be issues with this, I recall CoX running afoul of Marvel (or maybe it was DC) over IT rights.

Kaxiya
Kaxiya's picture
Offline
Last seen: 9 years 3 months ago
Developerkickstarter
Joined: 08/24/2013 - 21:44
General Havok wrote:
General Havok wrote:

Warpact wrote:
Web-slinging/grappling comes to mind for the Spidey fans.
There could be issues with this, I recall CoX running afoul of Marvel (or maybe it was DC) over IT rights.

Just call it swinging. Let it be the base for a travel power and web/spider as the Theme. that way you could have the same type of power with different feels and no copyrights.

Base--Swinging-travel
Theme- web/spider/grapple/rope/energy line/whip/tentacle/elongated arms (think Mr. Fantastic) etc
Animation-each of the above in use ;)

just a thought

A new beginning, forged from hope never ending!!

Beacon of Blazing Faith--The Titan Legacy

Gladatoria
Gladatoria's picture
Offline
Last seen: 2 months 1 day ago
11th Anniversary Badge
Joined: 09/08/2013 - 14:20
Could we get variations of

Could we get variations of generic abilities, like glowing flight, firery teleport, etc?

Tamorand
Tamorand's picture
Offline
Last seen: 5 years 9 months ago
Joined: 08/29/2013 - 08:16
Champions Online uses a

Champions Online uses a Grapple Chain that sort of attaches to the "Sky"
Teleport was my favorite TP - Maxed out it was super fast and very helpful when dealing with pvp sillyness.

Tamorand

Tamorand = (Tahm-o-rand) This name originated from the days of Ultima Online. My first character was a Tamer and a Minstrel and an Archer and a Mage - I couldn't figure out a name to portray all skills in a single word. Hence **Tamer + And ** /shrug

DeathSheepFromHell
DeathSheepFromHell's picture
Offline
Last seen: 5 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 03/16/2013 - 15:08
Gladatoria wrote:
Gladatoria wrote:

Could we get variations of generic abilities, like glowing flight, firery teleport, etc?

"Yes"


Developer Emeritus
and multipurpose sheep

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
Gladatoria wrote:
Gladatoria wrote:

Could we get variations of generic abilities, like glowing flight, firery teleport, etc?

It's my understanding that the animations of powers are going to be separate from the power's effect - so I imagine it could/should be as simple as picking the Flight power, and then picking the appropriate animation/effect (Standard flight, winged flight, fire flight, standing on a surfboard, etc).

With this added level of customization, the art teams should be busy (with good reason - this is an obvious method of generating revenue from the online store!).

As for the OP - as others have already pointed out - I think the only one missing is some kind of Swinging power - a staple of many powerless and even some powered heroes. The only other possible "missing" one I can think of would be a super-swimming power - but it would be very limited as you can understand - I can't really see that as being useful ( I don't think there will be THAT much water in the city - sorry Captain Fishguy).

Everything else we can think of can probably be simulated via some creative alternate animations.

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
Warpact wrote:
Warpact wrote:

One thing I was thinking of also what about attack travel powers;
Superspeed punch
Flying dive bomb
Teleport multi-punch/kick
Jump an AOE stomp
Acrobatics/Parkour a jump kick/punch
Tunneling a ground bursting AOE
Grappling flying kick
and vehicle....well that's pretty self explanatory get slammed into by a car at 70 mph that's gotta hurt.
Just some ideas.

I too would like to see something like this - I would have loved to pull off a super-fast AoE flurry of punches with my old CoH Speedster Scrapper. These would probably have to be level-gated or at the very least require the base travel power as a prerequisite though.

Doctor Tyche
Doctor Tyche's picture
Offline
Last seen: 4 months 3 weeks ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 11:29
Swinging I've actually spent

Swinging I've actually spent a lot of time messing with. At all costs I've wanted to avoid the "grapple to the sky" from CO, it becomes another fly power then. Instead, I dug out the old PS2 in my closet and powered up Spiderman 2.

For those who do not remember, the Spiderman 2 game, based on the movie, had one of the most incredibly realistic swinging system I've ever seen anyways:

https://www.youtube.com/watch?v=EJq9oBkQftU

That is the level I am holding us for swinging.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

snate56
snate56's picture
Offline
Last seen: 7 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
This does sound really cool

This does sound really cool but it seems to me it would be practically useless in places like Perez Park or The Hollows.
Still, people may be more than willing to accept those disadvantages.

Perhaps there will be zones that tax other travel powers equally.

Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until we are live!"
Warcabbit

kitsune9tails
kitsune9tails's picture
Offline
Last seen: 6 years 7 months ago
Developerkickstarter
Joined: 04/15/2013 - 12:16
Swinging always seemed to me

Swinging always seemed to me like a variation more on super leap than on flying, although super leap would be more useful than swinging for travel on a desert plain.

On the other hand, if you can also use a swing line power to grapple at a distance, that would be cool.

______________
IANAL, IMHO, WYSIWYG, YMMV, IIRC, AFAIK, ETC

Composition Assistant Director, Composition Team

Ozmosis
Ozmosis's picture
Offline
Last seen: 4 years 5 months ago
Developerkickstarter
Joined: 12/05/2012 - 12:28
snate56 wrote:
snate56 wrote:

This does sound really cool but it seems to me it would be practically useless in places like Perez Park or The Hollows.
Still, people may be more than willing to accept those disadvantages.
Perhaps there will be zones that tax other travel powers equally.
Steve

This.

The problem with Spider-Man games, is that they are created with Spider-Man in mind. Of course his games are always going to be in the middle of a highly populated metropolitain, cause thats where his powers shine! Spider-Man in subburbia, or worst yet, in a desert, would be severly handicaped.

If we're going to have swinging as a travel power, one of 2 things will happen: The player will swing into a zone with no high ground targets, and will either start swinging from clouds (which is ridiculous), or have to walk, cause his travel power is basically nullified by the absence of high ground.

Now, our options are to have it attach to clouds (and totaly break in immersion), find a way to make it work in any situation (nearly impossible to explain), or make all travel powers equal (which means find conditions under which ther other travel powers would'nt work).

Another option would be to offer the possibility of having 2 travel powers to the player, and thus letting the player decide for himself what he wants to do. If the player wants swinging, but doesnt want the downfalls of it, then they will have a second travel power to fall back on. If the player is willing to live with the penalties and not break his/her own immersion in the game, they would be free to skip the second travel power and live with the downfalls of swinging.

Personnaly, my choice would be a combination of having penalties to travel powers, and getting the chance of having 2.

______
You wear a mask to hide who you are, I wear a mask to show who I am.

Staff Writer, Composition Team

General Havok
General Havok's picture
Offline
Last seen: 5 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 08/27/2013 - 04:48
This would all depend on if

This would all depend on if picking the second travel power meant you had to sacrifice a normal power to get it. Using CoX as the example, you had an option if you wanted the travel power, or just focus on your primary and secondary powers. Under their system if you REALLY wanted you could have run around with all the travel powers, but you'd most likely suck fighting anything. If Titan is planning on having a locked in power slot that is dedicated to Travel then you would have to decide how many powers to grant.

Here is a thought, put all the powers in one pool. Instead of locking them into one type of travel, let the players be able to choose type they want. I.e. All tier 2s are available, from any travel type once any tier 1 has been selected, or they can select a second tier 1.

Kaxiya
Kaxiya's picture
Offline
Last seen: 9 years 3 months ago
Developerkickstarter
Joined: 08/24/2013 - 21:44
I agree that travel powers

I agree that travel powers should be limited by concept. I posted someplace before, an example of a flight character having to take a submersible in order to reach an underwater complex. Not all flight types obviously would be so limited but the point is some travel powers just are not made to accommodate every situation. This is one of the reasons Batman has all the cool vehicles to get him around instead of just the grapple hook ;)

A new beginning, forged from hope never ending!!

Beacon of Blazing Faith--The Titan Legacy

Thunder Glove
Thunder Glove's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 09/20/2013 - 17:09
I always thought the worry

I always thought the worry about what to attach a swing-line to was over-discussed. CoH was not built on realism (even outside of the whole "superhero" concept).

I'll use a non-travel power as an example: Robotics.

When you summoned Battle Drones, they just literally fell out of the sky. They didn't visibly fall from anything, and they had no trouble falling out of the sky even when you were indoors and there was no sky. Similarly, the Protector Bots (as well as the Equip/Upgrade Robot harnesses) just rose up out of the ground, regardless of what or where that ground was, and the Assault Bot flew down from the sky, again, even if there was no sky. (And, even though you summon all the robots by pushing buttons on a wristwatch, nobody ever thought to just take the watch away from you when they threw you in jail)

That was one of the first power sets I ever played, so early on I got into a mindset of "if there's a clash between visual effects and function, function wins". (Or, to put it another way, I repeated to myself "it's just a game; I should really just relax.")

So I don't mind a swing-line attaching to the clouds, just as I don't mind robots falling "from the sky" while indoors, and I hope that this "no swinging from clouds" design philosophy doesn't actually spillover into other various powersets (particularly Operator primaries).

syntaxerror37
syntaxerror37's picture
Offline
Last seen: 4 years 5 months ago
Joined: 08/24/2013 - 11:01
Thunder Glove wrote:
Thunder Glove wrote:

So I don't mind a swing-line attaching to the clouds, just as I don't mind robots falling "from the sky" while indoors, and I hope that this "no swinging from clouds" design philosophy doesn't actually spillover into other various powersets (particularly Operator primaries).

Pretty much sums up my thoughts on the matter.

-----------------------------------------
I never set anything on fire accidentally!

The Titan Legacy - Defender of the Inner Flame

D-Pad
Offline
Last seen: 5 years 3 months ago
11th Anniversary Badge
Joined: 09/15/2013 - 14:34
As an avid player of the

As an avid player of the Spider-Man games (greatest free-roaming superhero games EVER, in my opinion), one of the things that stuck out to me as far as a Swinging power goes is something weird that was in one of the games. I can't remember which one it was, but I remember that I would always get super annoyed when I had to cross Central Park, because suddenly there was nowhere to attach your web to swing, and you would fall to the ground and have to walk through the park.

I eventually figured out, however, that there was another little movement mechanic that Spidey was capable of that resulted in me being able to zip across the area without any problems. He would zip out a line really far ahead of him, then yank it behind him to keep moving.

It was a bit silly, especially considering that theoretically he was shooting his web all the way across Central Park to the buildings on the other side over and over for every pull, but the memory of this got me thinking of a way to minimalize the problems that people would have when you suddenly have trouble with a swing-line in the middle of a mostly empty area.

In short, you turn it into a zip-line.

Say we have a guy with his line-swinging, heading towards an area with lower objects, or more space. What he does is he shoots a line between the tallest object near him, and a lower object that's farther away, and sails downward towards it. He can then use his momentum to zip through the lower area on the zip-lines from object to object. Once he reaches the end of the lower section, and gets a bit nearer to something that's taller up, like another skyscraper, he can switch back to swing-mode, and gain their altitude once more as the travel-power returns to normal.

However, chances are this is dipping a bit into Animation/Coding Hell, and is in fact nothing more than an overly complicated solution to a problem that can be easily fixed by simply having a grappling line shoot up to the sky, as much as I do not like that idea due to the fact that it looks quite silly in Champions Online.

Another thing that I was thinking about that just so happens to be totally unrelated to this subject is the idea of a more streamlined and action-y Acrobatics travel-power. In other games, things like this can be a bit hard to use, because they'll either move faster than the player is capable of responding, or just turns out to be nothing more than a somewhat-fast run and a somewhat-high jump. In other words, it looks lame and handles like a refrigerator on a skateboard with a Pogo Stick underneath.

Perhaps a good way of dealing with this, though it also might be dipping one's toes into Animation/Coding Hell, is to do something close to what games like Sly Cooper and Assassin's Creed did with their mechanics, though I'd steer a bit closer towards the Sly system personally, for reasons that I will outline in a moment.

For those that are unfamiliar with the mechanics of both or either game, the basic way that it works is that your character is an acrobat that is really good at running along rooftops, climbing various things, and running along very thin wires and ropes and other stuff. The way that both games achieve this feel without requiring the player to have impeccable balancing skills is that there are pre-defined objects which, when ran or jumped onto, cause the player to run along them or move with them. When the player reaches the top or the end of the object, they run off or jump off, and they're back to their normal walking / sprinting / however they were traveling before coming across the object.

Now, let's take a look at the differences between both mechanics. The system of achieving this style used in Assassin's Creed is faster, and more streamlined. You hold down a single button, and the game ends up doing most of the work for you by having your character hop from object to object on their own. However, there are flaws with this style that, as anyone who has played the game knows, can be incredibly frustrating at times. Since things are faster and more streamlined, you really have to trust that the game knows where you're going, since you have a distinct lack of control when it comes to where your character is going. You might be running towards a rope that spans two rooftops above a street, but since you were a few inches to the left, your character takes a running dive off of the side of a building instead, and gets captured by the guards below. Not fun. The other flaw with the system is that it requires a bit more "looking" when it comes to seeing what you can interact with. Usually after a few missions, people become comfortable enough to recognize climbable surfaces, and objects that they can run across, but every once in a while, even those with some experience will run at a wall they expect to be able to climb, only to find that they cannot climb it.

Let's take a look at how the Sly Cooper franchise does things now. The first noticeable difference is that you will automatically know what scenery objects can be climbed, scaled, crossed, or otherwise interacted with, because they all have little sparkly blue trails leading along the routes that the player can take with them, or in the case of posts, a single spark indicating where the player can land. Additionally, the way that movement is handled to-and-from these objects is different. Rather than holding down a single button to run from thing to thing, the player jumps, and then presses an action button (which might just be the jump button again, I can't quite remember) in order to land on a nearby object. To leave, they simply jump off. The pros of this system is that it gives the players much more control, and if they're quick enough with the buttons, pretty much guarantees no overly-frustrating slip-offs. The main problem with this system, however, is that it ends up being much slower movement-wise than Assassin's Creed, and also a bit trickier to navigate.

Those that are starting to understand the play-style that I'm putting forth might also remember something similar in Batman: Arkham City. While scaling the sides of buildings, billboards, and other things, Catwoman has a slightly similar movement mechanic; the next place to jump to in order to get to the top of something is targeted, and the player simply presses their Jump button to get to it. This is another, much simpler interpretation of the target-based movement system that I personally think would work very well for an acrobatics power.

All this said, there are probably ways to pick and choose from various versions of this in order to make something that fits. I can easily see people with an Acrobatics power given targets from streetlamp to streetlamp, for example, allowing them to leap to each one in order to progress rapidly across the city-streets. When they change their camera-angle, and get a different set of targets they can jump to, they simply press their button again, and can change direction in a snap. For thinner things like lines between buildings, perhaps they can jump and press their action button (or maybe the jump-key again) to target the power-line, and their character leaps to it and runs across in a snap. Same thing for climbable poles, fire-escapes, or ledges; the player sees a target over it while they're running, they jump and press their action button, and their character is grappling or climbing in a jiffy. The targets allow players to get the idea that something they can interact with is coming up a second or two early, giving them a better reaction window while still having a power that moves fast and looks dynamic.

Again, for all I know, this could be the very definition of "oh god, why would we ever attempt to create this," so there's a chance that the ultimate result will be something much more simple than this.

Composition Team

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
Speaking of travel powers, my

Speaking of travel powers, my main had flight. I had him fully slotted with six SO's, but would have loved to put him in a mission that was flight based. Maybe an instance where the targets were all flying too, or were purched on a skyscraper who's lower portions were hidden by clouds.

May the wings of freedom never lose a feather!

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
Or 'super' games that were

Or 'super' games that were based on travel powers. For example, pin point landing for flight, balance and sharp turns for super speed... Stuff like that.

May the wings of freedom never lose a feather!

lofwyre
Offline
Last seen: 11 months 3 weeks ago
kickstarter
Joined: 09/13/2013 - 03:19
Could we have a mount for our

Could we have a mount for our travel power. I'm thinking silver surfer's board or the valkyrie horse, wonder woman's plane, etc.

If there is the possibility of vehicles for characters that have a more gadgets type theme, they could be upgraded for travel powers perhaps.

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
Thunder Glove wrote:
Thunder Glove wrote:

I always thought the worry about what to attach a swing-line to was over-discussed. CoH was not built on realism (even outside of the whole "superhero" concept).
I'll use a non-travel power as an example: Robotics.
When you summoned Battle Drones, they just literally fell out of the sky. They didn't visibly fall from anything, and they had no trouble falling out of the sky even when you were indoors and there was no sky. Similarly, the Protector Bots (as well as the Equip/Upgrade Robot harnesses) just rose up out of the ground, regardless of what or where that ground was, and the Assault Bot flew down from the sky, again, even if there was no sky. (And, even though you summon all the robots by pushing buttons on a wristwatch, nobody ever thought to just take the watch away from you when they threw you in jail)
That was one of the first power sets I ever played, so early on I got into a mindset of "if there's a clash between visual effects and function, function wins". (Or, to put it another way, I repeated to myself "it's just a game; I should really just relax.")
So I don't mind a swing-line attaching to the clouds, just as I don't mind robots falling "from the sky" while indoors, and I hope that this "no swinging from clouds" design philosophy doesn't actually spillover into other various powersets (particularly Operator primaries).

I pretty much agree with this. I'd be pretty disappointed with a Swingline power that doesn't work anywhere there is a lack of tall buildings/structures. I can't see other travel powers being similarly nerfed to near-uselessness - at least that's how it would seem - we don't know how many zones would be bad for a "realistic" swinging power yet. So I'd be willing to overlook "swinging from the clouds" in this case.

That said - the suggestion of allowing players to have two travel powers would be a good compromise - though if these cut into normal power selection it would still make Swinging a less desirable power.

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
How about a travel power

How about a travel power through shadows? You could enter a shadow, pick a direction, and emerge from a shadow somewhere in that direction. Even generally 'flat' terrain has shadows; large rocks etc. You wouldn't have to emerge from a shadow of equal size. Maybe a shadow would 'grow' from a smaller object to become the player's toon. Would be good for dark toons, magic/Druidic based ones too.

May the wings of freedom never lose a feather!

snate56
snate56's picture
Offline
Last seen: 7 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
That would be your basic

That would be your basic teleportation

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until we are live!"
Warcabbit

Darth Fez
Darth Fez's picture
Offline
Last seen: 8 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
That would be functionally

That would be functionally equivalent to teleportation, I'd think. They could give it different 'skins', much like one could have a flight power represented by wings or rocket boots.

- - - - -
Hail Beard!

Support trap clowns for CoT!

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
Agreed, however not popping

Agreed, however not popping out anywhere, just shadows. Would obviously be more limited than regular teleportation, but would be a neat themed tp for builds that want something a little more specific.

May the wings of freedom never lose a feather!

snate56
snate56's picture
Offline
Last seen: 7 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
You could just "do" that with

You could just "do" that with the existing power, no need to make something new.

Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until we are live!"
Warcabbit

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
Doesn't need to be a seperate

Doesn't need to be a seperate new power I suppose, but having a different theme would be cool. Seeing a toon emerge from shadows would be a neat alternative effect in place of popping.

May the wings of freedom never lose a feather!

Darth Fez
Darth Fez's picture
Offline
Last seen: 8 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
I believe such a thing is a

I believe such a thing is a lot less likely since that does sound as though it'd require new/separate animations. Going by what little I know, that's a good deal more work than, say, having a character appear dark or black when arriving at the teleport location and then switching (perhaps even fading) to their normal appearance.

- - - - -
Hail Beard!

Support trap clowns for CoT!

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
I figured it wouldn't likely

I figured it wouldn't likely happen, but it would be a neat transitional effect. I will be more than happy with what is provided at start-up. It already sounds to be very customizable.

May the wings of freedom never lose a feather!

snate56
snate56's picture
Offline
Last seen: 7 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
Well, you are supposed to

Well, you are supposed to choose your power, and then add an animation of your choice, so "stepping from the shadows" may be an option, however, it may turn out like the old web slinging from the clouds and the shadow may appear anywhere, even in the middle of the desert at noon. ;)

Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until we are live!"
Warcabbit

Doctor Tyche
Doctor Tyche's picture
Offline
Last seen: 4 months 3 weeks ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 11:29
The general idea is not

The general idea is not travel power slots, but non-combat power slots, which travel powers are part of. So would other non-combat utilities such as enhanced senses (x-ray vision anyone?) or computer hacking. In addition, the travel powers themselves would have the option of being boosted in different ways. Someone pointed out one option above for swinging, a zip-line. Another option could be a "glide" or "rocket booster" (or both if you boost it enough) to cover those non-urban areas.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

rookslide
rookslide's picture
Offline
Last seen: 6 months 1 day ago
kickstarter
Joined: 09/25/2013 - 10:26
Variety is king but Flight is

Variety is king but Flight is always gonna be my favorite. It was the first travel power I got on my first toon in COH and I loved it. It's always gonna be my favorite! Of course some cool gliding or surf-flying would be cool too.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

lofwyre
Offline
Last seen: 11 months 3 weeks ago
kickstarter
Joined: 09/13/2013 - 03:19
It would be cool if the

It would be cool if the flying was similar to DC Universe implementation, the character turns and twists in a more realistic fashion than what COH used to show.

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
I liked the different poses

I liked the different poses you could use in CoX, and the barrel rolls and turning around in mid air you could do in Iron Man 2.

May the wings of freedom never lose a feather!

Amerikatt
Amerikatt's picture
Offline
Last seen: 3 years 5 months ago
11th Anniversary Badge
Joined: 09/27/2013 - 08:54
Super-Leaping would be very

Super-Leaping would be very appropriate for Amerikatt, especially since Earth has a lighter gravity than the planet Kyton! :P

Shadow Elusive
Shadow Elusive's picture
Offline
Last seen: 1 year 8 months ago
Developerkickstarter11th Anniversary Badge
Joined: 01/10/2013 - 09:38
Perhaps, rather than an

Perhaps, rather than an outright second travel power, each travel power could, later on, unlock an 'auxiliary power' based on that particular powers weak points, It would always be a vehicle of some kind, for maximum compatibility. Something like that (and if it's not important to you you can just skip that)

--------------------------

Interior Map Lead and UI Designer
rookslide
rookslide's picture
Offline
Last seen: 6 months 1 day ago
kickstarter
Joined: 09/25/2013 - 10:26
Sounds reasonable. I can

Sounds reasonable. I can think of lots of semi-associated powers that aren't obvious initially. How many 'auxiliary power pools' are planned at this point? I can see nearly every travel power having associated auxiliary powers.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

Heavy Weather
Offline
Last seen: 10 years 5 months ago
Joined: 10/02/2013 - 15:17
Teleporting was extremely

Teleporting was extremely cool in COH, tweaks I would suggest:
1) extend the "hover" time for a few seconds. Due to latency, I'd occasionally take significant fall damage, and it was annoying as heck to wind up surrounded by higher level mobs in a weakened state, when the whole point for teleporting was to AVOID them.
2) Two wish-list items:
a) waypoints/thumbtacks, whatever you want to call them. Allow TP toons to have a list of places they've memorized that they can TP back to (lair, store, SG base, Starbucks)
b) interzonal TP. Either pull up the city-wide map and click a spot, or use the waypoints, and be able to jump a long, long ways to a point of your choosing. Top tier of the TP pool.

John-Andre
John-Andre's picture
Offline
Last seen: 10 years 4 months ago
kickstarter
Joined: 09/30/2013 - 07:00
Zone transit will happen no

Zone transit will happen no matter what, and in fact may be completely unneeded outside of transiting to specific zones not already on the map. City of Heroes was created at a time when zones had to be kept small and isolated; thus, the idea of the warwalls. But compare CoH to later MMOs, like Champions Online. One big city is entirely possible with the technology available. So a zone transit power, like in City of Heroes, becomes completely unnecessary.

I agree that there needs to be a faster way of getting around inside the big city, though. Many is the time I've had a mission pop up that's all the other way across town, and flying/running/teleporting there is going to be boring (especially with CO's version of teleportation). If there were some sort of taxi service...

--
"My attention span doesn't wander. It takes long trips to exotic locales where it meets strange women that leave it crying and broken in the hot, hot sun."
--me

syntaxerror37
syntaxerror37's picture
Offline
Last seen: 4 years 5 months ago
Joined: 08/24/2013 - 11:01
It may not have "zones" like

It may not have "zones" like older MMOs, but i know it will have areas with different level ranges, enemies, events, etc. so they would be zones after a fashion. I wouldn't say zone transit would ever become unnecessary.

I could see the teleport travel power having several levels. The first would be for the quick hops, functionally just like teleport self from CoH. This would be an almost instant recharge and would pop you around the area. The second level would be a teleport to mission. You would have to be within the same area as the mission, but it would take you directly to the mission door. This would have a long recharge, but would most likely be up again by the time the mission finished. The third level would be the long-range teleport, opens the map or a list of the areas in TC, has a warm up and a very long recharge timer. It would probably require you to have previously visited the area previously to work.

-----------------------------------------
I never set anything on fire accidentally!

The Titan Legacy - Defender of the Inner Flame

graff
graff's picture
Offline
Last seen: 9 years 2 months ago
kickstarter
Joined: 08/29/2013 - 12:31
I really how travel powers

I really how travel powers are inherent , and by inherent I mean costs no endurance to use

syntaxerror37
syntaxerror37's picture
Offline
Last seen: 4 years 5 months ago
Joined: 08/24/2013 - 11:01
graff wrote:
graff wrote:

I really how travel powers are inherent , and by inherent I mean costs no endurance to use

That is not what inherent means, it just means you get access to the power without having to "buy" it. I am sure many of the powers will have some kind of a cost to run, as long as it is balanced across speed/utility/convenience of any given power it should not be an issue.

-----------------------------------------
I never set anything on fire accidentally!

The Titan Legacy - Defender of the Inner Flame

Ellysyn
Offline
Last seen: 6 years 1 month ago
Joined: 10/03/2013 - 15:45
First all the standard stuff.

First all the standard stuff.

Flying.

gliding.

Winged Flight.

Teleport.

acrobatic (the can run fast but not as super speed and can jump real high but not enough to be a super jump. and can climb on stuff)

Super Speed (possibly run up buildings and shoot up into the sky) .

Super Jump (be nice to not take any damage from it unlike CO where you take damage still or like DCUO where there is no fall damage at all.)

An underground traveling power.

Some kind of Stealth Travel power maybe. Ninja poof and just be invisible until ya come out of it.

What if for Swinging, if ya walk into say a desert. Maybe the power knows you are in a no swinging area so it just becomes something else. Maybe it turns into a acrobatic type power. You just move faster and jump higher then you normally would.

And all those types get all of their fun special versions. Fiery flight/winged flight. Or fire wings. Turn into a swarm of butterflies to fly.

----------------------------------------
Owner and Big Sister of the Justice Girls -Champions Online-City of Titans-
Forum Breaker
Leader of the Ellysyn Dark Ensemble

John-Andre
John-Andre's picture
Offline
Last seen: 10 years 4 months ago
kickstarter
Joined: 09/30/2013 - 07:00
Part of the power animation

Part of the power animation for swinging should include what you're swinging off of. A weather balloon. A passing helicopter. A low-hanging satellite. Captain Amazing, who just happens to be flying by ("Doo dee doo, just flying through..." *SHINK!* *WRAP!* *SWING!* "Hey, what the hell?!?") Or maybe you create your own drogue line.

--
"My attention span doesn't wander. It takes long trips to exotic locales where it meets strange women that leave it crying and broken in the hot, hot sun."
--me

Grouchybeast
Grouchybeast's picture
Offline
Last seen: 3 years 9 months ago
kickstarter
Joined: 09/02/2013 - 02:57
Thunder Glove wrote:
Thunder Glove wrote:

So I don't mind a swing-line attaching to the clouds, just as I don't mind robots falling "from the sky" while indoors, and I hope that this "no swinging from clouds" design philosophy doesn't actually spillover into other various powersets (particularly Operator primaries).

This is pretty much my thoughts, as well. I never worried overly much about how my fireballs could selectively set fire only to the bad guys in a melee, either, or where my character kept all that salvage (tucked in her corset? in the tops of her boots?)

Ah, but a man's reach should exceed his grasp, Or what's a heaven for? - Robert Browning

Gauntlet
Gauntlet's picture
Offline
Last seen: 8 years 11 months ago
Joined: 10/04/2013 - 19:03
With them going with the

With them going with the Unreal engine wont the zone size be large enough to handle the whole world in one zone? I mean are we at least getting WoW lvl tech?

Yeah, that sounds like a Jedi. Massacre a whole room full of people, then stand around apologizing for it. - Swtor NPC

John-Andre
John-Andre's picture
Offline
Last seen: 10 years 4 months ago
kickstarter
Joined: 09/30/2013 - 07:00
WoW still has zones, they

WoW still has zones, they just have invisible boundaries. The game loads up new zone information the closer you are to the zone. This is why WoW's zones are actually pretty small, and kind of featureless. Compare WoW, feature-wise, to DCUO, for example.

--
"My attention span doesn't wander. It takes long trips to exotic locales where it meets strange women that leave it crying and broken in the hot, hot sun."
--me

ravonos
Offline
Last seen: 4 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/04/2013 - 02:24
I would definitely be

I would definitely be disappoint if there were no swinging travel power. And I would be disappointed also if travel powers were downgraded depending on the areas you're visiting. I pick my travel power because that's what I want to use, not a variation when the terrain doesn't permit. As for variations, I would like to see similar powers fall under the same category. For example, Flight: If you pick flight, whatever you use to fly gets activated, i.e. wings, jetpack, jet boots, cape, etc. That way there isn't a huge list of flight powers that are identical in every way except animation. Other things like Fire Flight, Electric Flight, or otherwise should be differentiated from regular flight due to aura's or other animation differences, but still take into account the activation of your chosen flight mechanism, wings, jetpack, etc... That's my 2 cents

Ridgid
Ridgid's picture
Offline
Last seen: 2 years 1 week ago
11th Anniversary Badge
Joined: 09/09/2013 - 14:08
is it possible to have a temp

is it possible to have a temp travel power given to us when entering a zone that wouldn't allow you chosen TP to work, like desert/swinging or underwater/swing or underwater/digging? just be given the temp power when you enter the zone and lose the power when you exit.

Ridgid of COH, 50 +3 NRG/NRG Blaster, Victory server
Blaster of Phoenix Rising

Fireheart
Fireheart's picture
Offline
Last seen: 2 months 2 weeks ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
For point-to-point and zone

For point-to-point and zone-level transport, why not call a Taxi? http://missingworldsmedia.com/forums/viewtopic.php?f=16&t=1089

Tour the City, Call your Mom, take a brief break from the game, look up something on the Net, do it in safety and style as the Taxi takes you to your destination.

Be Well!
Fireheart

Ellysyn
Offline
Last seen: 6 years 1 month ago
Joined: 10/03/2013 - 15:45
I want a roller blades or

I want a roller blades or skates or skateboard travel power.

----------------------------------------
Owner and Big Sister of the Justice Girls -Champions Online-City of Titans-
Forum Breaker
Leader of the Ellysyn Dark Ensemble

Lord Nightmare
Lord Nightmare's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 15:44
a nice thing about TPs in CoH

a nice thing about TPs in CoH was the group abilities. Like if you had flight, you could eventually get group flight where everyone in your team/raid party could fly as well as long as they stayed within a certain range of you.There was team teleport, um... can't remember any more D:

Revenge is motivation enough. At least it's honest...

Roleplayer; Esteemed Villain

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
I like the idea of TP

I like the idea of TP waypoints. However, I think they should be limited to a certain number of them. Maybe a lifetime cap of 10, or getting a couple assignable waypoints every couple of levels.

May the wings of freedom never lose a feather!

Steel Cobra
Steel Cobra's picture
Offline
Last seen: 9 years 4 months ago
Joined: 10/02/2013 - 11:25
GFN wrote:
GFN wrote:

a nice thing about TPs in CoH was the group abilities. Like if you had flight, you could eventually get group flight where everyone in your team/raid party could fly as well as long as they stayed within a certain range of you.There was team teleport, um... can't remember any more D:

Team Invis from a couple sources: pool powers and Illusion.

WingofFreedom
WingofFreedom's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/24/2013 - 00:08
Also, there will be many

Also, there will be many toons that won't have a travel power. Why should they be forced to? So even if the city is one big zone, there should be some kind of public transportation.

May the wings of freedom never lose a feather!

Heavy Weather
Offline
Last seen: 10 years 5 months ago
Joined: 10/02/2013 - 15:17
wouldn't be opposed to travel

wouldn't be opposed to travel powers operating differently in combat vs out of combat, either. Shorter range, quicker activation time, same mechanic. Let me TP 30 feet with almost instant execution so I can get directly above them and drop that old dumpster on their head.

Izzy
Izzy's picture
Offline
Last seen: 6 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
D-Pad wrote:
D-Pad wrote:

..., but I remember that I would always get super annoyed when I had to cross Central Park, because suddenly there was nowhere to attach your web to swing, and you would fall to the ground and have to walk through the park.

How about we add little Devices that hover right in front of you and have a grapling notch of some sort. On each swing. One of the two hover anchors would move pretty fast and position itself right where the webbing would shoot too? So this way it seems like its actually attaching to something solid.

Doesnt have to be webbing. Could possibly be a Whip! Catwoman! or a Chain. or Whatever you might use to swing with.

you can call those 2 swing assist hover devices "The Swing Set" ;)

snate56
snate56's picture
Offline
Last seen: 7 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
The problem I had with Group

The problem I had with Group Flight, and I always turned it off, was by not having Flight I couldn't slot it for speed, and our idiot fearless leader would inevitably outdistance us until we dropped like rocks right into the loving arms of the monsters on the ground below.

What if you could shoot a web to a tree 50yrds away and zip over to it?

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until we are live!"
Warcabbit

Ellysyn
Offline
Last seen: 6 years 1 month ago
Joined: 10/03/2013 - 15:45
Thats one thing I didn't like

Thats one thing I didn't like about group travel powers. If that person got to far away. Everyone else fell. Be nice if you got left behind you would have like a temp version of it so you could at least say hover and once ya landed it would turn off.

----------------------------------------
Owner and Big Sister of the Justice Girls -Champions Online-City of Titans-
Forum Breaker
Leader of the Ellysyn Dark Ensemble

Mendicant
Mendicant's picture
Offline
Last seen: 3 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 09/26/2013 - 11:27
I never did understand the

I never did understand the logic of having the person with the group flight power moving faster than the rest of the team that is being granted the power.

Darth Fez
Darth Fez's picture
Offline
Last seen: 8 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
One thing I'd like to see is

One thing I'd like to see is an option for things such as wings not to become visible until the travel power is activated, or at least for the wings to be folded/stored in a smaller space than was the case in CoH. I thought that movement with wings often looked somewhat clumsy when the character was on the ground.

- - - - -
Hail Beard!

Support trap clowns for CoT!

Zombie Man
Zombie Man's picture
Offline
Last seen: 10 years 2 months ago
kickstarter
Joined: 07/26/2013 - 19:23
When there's nothing to hook

When there's nothing to hook onto, a zip-line travel power can be replaced by a pop-out wrist rocket that gives short bursts propelling you on the upside of the parabolic arcs.

Or a propeller gun.

Or a hang glider.

Basically, any travel power you hang onto from above.

Former Online Community Manager & Forum Moderator

rookslide
rookslide's picture
Offline
Last seen: 6 months 1 day ago
kickstarter
Joined: 09/25/2013 - 10:26
Might have been mentioned but

Might have been mentioned but it would be cool if Teleport had some variety of animations. I like the idea of making teleport suit a theme better. Like a ninja that disappears in a poof of black smoke, or having your character walk through a portal showing the target location rather than just boom your moved with a flash of light. Never got much variance in CoH when I was playing...

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

Ellysyn
Offline
Last seen: 6 years 1 month ago
Joined: 10/03/2013 - 15:45
I want a Taxi Cab power. I

I want a Taxi Cab power. I wave down a taxi and then a cab will appear and pick me up. =P

----------------------------------------
Owner and Big Sister of the Justice Girls -Champions Online-City of Titans-
Forum Breaker
Leader of the Ellysyn Dark Ensemble

John-Andre
John-Andre's picture
Offline
Last seen: 10 years 4 months ago
kickstarter
Joined: 09/30/2013 - 07:00
Alternate forms for super

Alternate forms for super-running. Mainly a horse. You activate the power and get on your horse. Then go gallivanting around town.

Be even neater if there were alternate horse forms. Robot horse, steam-powered horse, pegasus, unicorn...

And we could always make the bronies happy and put superhero logos on certain places on the horse form.

And motorcycles could be part of it too.

Oh, and while we're at it, a charge attack with super-running so we can bowl into mobs at high speeds.

--
"My attention span doesn't wander. It takes long trips to exotic locales where it meets strange women that leave it crying and broken in the hot, hot sun."
--me

Fireheart
Fireheart's picture
Offline
Last seen: 2 months 2 weeks ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
But if you have a horse, then

But if you have a horse, then you need a place to park it when you go into the 'no horses allowed' buildings. And what about the horse-droppings? And do you really want to park your horse on the street, where a random gang-rave can damage it?

Be Well!
Fireheart

John-Andre
John-Andre's picture
Offline
Last seen: 10 years 4 months ago
kickstarter
Joined: 09/30/2013 - 07:00
Droppings brings to mind

Droppings brings to mind dropped weapons. Like smoke screens, oil slicks, mines, lightwalls...

Chases?

--
"My attention span doesn't wander. It takes long trips to exotic locales where it meets strange women that leave it crying and broken in the hot, hot sun."
--me

Cymmetri
Offline
Last seen: 9 years 6 months ago
kickstarter
Joined: 10/08/2013 - 19:56
General Havok wrote:
General Havok wrote:

Warpact wrote:
Web-slinging/grappling comes to mind for the Spidey fans.
There could be issues with this, I recall CoX running afoul of Marvel (or maybe it was DC) over IT rights.

Marvel sued CoH over players copying Marvel copyrighted characters in game. Web-slinging would have to be right-out.
Swinging from a grapple-cable; we could do.

(Weirdly DC treated it as though the players were advertising for them free of charge.)

The plastic tips on the ends of shoelaces are called Aglets; their true purpose is sinister.

Doctor October
Doctor October's picture
Offline
Last seen: 6 years 5 days ago
kickstarter
Joined: 10/21/2013 - 23:56
As mentioned by many, I was a

As mentioned by many, I was a big flyer in CoX, and I loved it when different poses came in. I thought it did well for when the game was made -- later MMO's have cooler flying now, and I can't wait to see what we can develop in CoT.

Although it was a drag at the lower levels to not have the best parts of any travel power, the sense of earning them was part of the game to me. If everything is too easy from level 3 up I think a lot of people will get bored quickly. Of course, towards the end there were a lot of additions that gave you decent travel earlier if you wanted it. Boards you could buy and stuff.

I will say that for my brief time in Champions I liked their TP quite a bit. It was like flying while shifted into another dimension, and that gave you some interesting options about where you TP'd rather than having to line-of-site your landing.

I can envision a "personal portal" type TP, which would function like the TP in CoX did originally. From my "here" to that target point I've selected "there." Portal appears here, I step in, Portal appears there, I step out. The "step" animation would be the equivalent of the five second "hover" you had. If you TP yourself in the air you step out, have five seconds and then either better tp again or also have fly.

At heart, I'm a fly boy though. :-)

Doctor October

Cutter
Offline
Last seen: 1 year 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/11/2013 - 07:44
I think it would be cool if

I think it would be cool if each AT or origin had one or two (visual only) variations or effects on their travel powers. For example, I would have loved to play a Thugs Mastermind whose superspeed power manifested visually as hopping on a Harley. Or a Tech origin character who fly by way of a one-man airship (think Sky Raider airship idea). Or a Tank whose super leap left cracks in the ground when she landed. Or...

rookslide
rookslide's picture
Offline
Last seen: 6 months 1 day ago
kickstarter
Joined: 09/25/2013 - 10:26
Cutter wrote:
Cutter wrote:

I think it would be cool if each AT or origin had one or two (visual only) variations or effects on their travel powers. For example, I would have loved to play a Thugs Mastermind whose superspeed power manifested visually as hopping on a Harley. Or a Tech origin character who fly by way of a one-man airship (think Sky Raider airship idea). Or a Tank whose super leap left cracks in the ground when she landed. Or...

I like this but to refine it perhaps these variations could be based on some origin mechanic. In CoH they had mutation, magic, technology, etc. but these did little else besides disallowing certain enhancements and altering one of your inherent abilities.

Now what if the origin altered more animations than the inherent power? What if they drove the available animations for the travel powers or some other kinds of visuals then that might be cool. I dunno...

There comes the argument of being locked into something but isn't that part of the reasons for alts? after twenty levels of a character you get tired with the animations it has and want the same character but with different abilities or origins. Well then, build an alt! I had lots of em!

Just a thought...

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

srmalloy
srmalloy's picture
Offline
Last seen: 4 months 5 days ago
kickstarter
Joined: 09/04/2013 - 10:41
snate56 wrote:
snate56 wrote:

This does sound really cool but it seems to me it would be practically useless in places like Perez Park or The Hollows.

Like this situation, from Spider-Man #67, page 10, panel 3 (if I'm remembering correctly, he'd ridden the roof of a bus into the suburbs following a villain):

Cutter
Offline
Last seen: 1 year 4 months ago
kickstarter11th Anniversary Badge
Joined: 10/11/2013 - 07:44
Big Wheels for everyone!

Big Wheels for everyone!

chase
chase's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/23/2013 - 11:11
I'll share my own thoughts on

I'll share my own thoughts on travel powers here rather than set a new thread.

Travel as a game.

In many an MMO, travel was a challenge. Making it from point A to point B was often more time consuming and dangerous than the task that awaited you at point B. This also made grouping a challenge- you log in to find your friends in another zone, and it takes you 20 minutes-- if you're lucky-- just to get there.

City of heroes' travel powers changed this. The powers came relatively early in a character's carreer and made the effort to get around much less painful. That was great.

It also made getting places to be rather mundane. Sure, you may have to repeatedly click-n-fire for teleport... or avoid landing in a large mob conning purple when super-jumping, but after these simple life lessons were learned, there wasn't much to it.

It would be great if we could ENGAGE players more during their travel, rather than ahve it seen as downtime.

What if there was a sort of OPTIONAL mini-game that you could play that would let you travel faster, if you succeed.

Example: Flight:

Dfferent "flight" racing mini-games- you can encounter things that will speed you up or slow you down.. or dangerous points that give you reward or safer paths that give security. Following that model for this game:

- imagine that when you activate "fly" you have an option to 'ride the currents." when you do, you see a semi-transparent overlay of hotspots that represent wind currents going your way (buffing your speed) or going against you (debuffing) or blowing you off course.

- if you reach a certain critical speed, you might activate hotspots appearing near certain mobs in your path. hit these hotspots, and you startle them and cause them to flee, earning a reward. If you MISS that hotspot, though, they may just open fire on you....

srmalloy
srmalloy's picture
Offline
Last seen: 4 months 5 days ago
kickstarter
Joined: 09/04/2013 - 10:41
Interdictor wrote:
Interdictor wrote:

I pretty much agree with this. I'd be pretty disappointed with a Swingline power that doesn't work anywhere there is a lack of tall buildings/structures. I can't see other travel powers being similarly nerfed to near-uselessness - at least that's how it would seem - we don't know how many zones would be bad for a "realistic" swinging power yet. So I'd be willing to overlook "swinging from the clouds" in this case.

And for a 'classic' swinging power, you'd have to start at altitude just from simple geometry -- if you have a 100' swingline, and you shoot it to an attachment point 100' away horizontally, at the bottom of your swing you'll be 100' lower than when you start; if you started on a third-story ledge, you're going to get a pretty bad case of road rash when you hit the ground partway through your swing.

It seems to me that what this travel power should be is not so much "Swinging" as "Stretching", and would be a somewhat more twitch-based movement power than others -- you fire a 'line' to an anchor point, and then the the 'line' starts to reel in quickly, pulling you toward your anchor point; you can let it reel in completely, pulling you up to the anchor point, or you can stop the retraction early, leaving you with some length of 'line' to swing on, and then a second action to release the 'line' from its attachment point. It would be an attention-intensive way to get around if your attachment points were buildings, because you'd need to keep switching sides so you wouldn't hit a building mid-swing, but it would also make it useful in suburban environments, as you could target the 'line' on any more-or-less vertical surface/object to pull yourself to that object or surface -- the Barnacle Grapple from Half Life: Opposing Force would be an example of that sort of movement.

Izzy
Izzy's picture
Offline
Last seen: 6 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
I dont know. I still like my

I dont know. I still like my idea of using Hovering Devices you can swing from. And theres only a need for 2 at most.

Could be done with just one though, maybe easier to develop for. Dont have to worry about any nearby building.
Vertical lift would be easy, just transform the Hovering Device up or down.. to accend / descend. It would kinda be a Fly'ish travel power, but with slightly different animation. If your Primary powerset was Chain Melee, you can opt for the Chain animations to swing with. So when you go up or down, you can hear the SoundFX of a Crank of sorts that would seem like its lowering you, or pulling you up. bla bla bla.. ;)

Jordan_yen
Jordan_yen's picture
Offline
Last seen: 4 years 11 months ago
kickstarter
Joined: 10/17/2013 - 23:22
Did anyone mention Parkour as

Did anyone mention Parkour as a travel power yet?

//////************************************************************************\\\\\\

This summarizes my hopes and dreams for CoT. Check it out if you'd like.

ravonos
Offline
Last seen: 4 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/04/2013 - 02:24
Izzy wrote:
Izzy wrote:

I dont know. I still like my idea of using Hovering Devices you can swing from. And theres only a need for 2 at most.
Could be done with just one though, maybe easier to develop for. Dont have to worry about any nearby building.
Vertical lift would be easy, just transform the Hovering Device up or down.. to accend / descend. It would kinda be a Fly'ish travel power, but with slightly different animation. If your Primary powerset was Chain Melee, you can opt for the Chain animations to swing with. So when you go up or down, you can hear the SoundFX of a Crank of sorts that would seem like its lowering you, or pulling you up. bla bla bla.. ;)

The hover idea isn't bad. How I would do it is instead of it appearing and you swing from it, or acting as some sort of modified fly, you shoot it out and away from you, then it recoils the line, sending you swinging through the air until you shoot it again. Problem solved.

TheSpectre
Offline
Last seen: 9 years 7 months ago
kickstarter
Joined: 10/23/2013 - 16:23
I'd like to see super speed

I'd like to see super speed be "sticky" so you can run up vertical surfaces. Small jumps will bring you back to the surface and large jumps will allow gravity to take over (fine if you're on a flat surface, not so much if you're running up a skyscraper).

TheSpectre
Offline
Last seen: 9 years 7 months ago
kickstarter
Joined: 10/23/2013 - 16:23
CoX had some missions and

CoX had some missions and zones where the type of travel power you had made more than a cosmetic difference. I'd like to see more of that. Not that having the "wrong" travel power will gimp the experience but having a particular travel power may provide an advantage or a perk over the other choices.

Izzy
Izzy's picture
Offline
Last seen: 6 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
TheSpectre wrote:
TheSpectre wrote:

I'd like to see super speed be "sticky" so you can run up vertical surfaces.

I believe DCUO had something similar. I haven't used SuperSpeed in that game, but it seems viable. What bugged me about SuperSpeed in CoH/V was that SuperSpeed didnt increase jump height at all. It should have at least doubled the inherent (or Sprint) Jump height.

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Unreal Engine allows for

Unreal Engine allows for movement along the Z axis as a plane (as seen in DCUO) I am so happy for this its something Cryptics engine ignored for Champions Online.

- -

I know I sound lame when I ask, but what about the baseline humans? How would Emma Frost get around in Titan City, for example? Could people get behind the idea that you have to upgrade your travel power and everyone is given a base for free ("run") then you spend some kind of resource to train higher (Add ability to run faster, add ability to swing, add ability to hover, add to hover the ability to fly, etc. I don't know the cost benefit structure yet, but I do not think Flying should cost the same as super speed which costs the same as teleport. This tiered approach rewards characters who want to be faster than others. And yes, this means mechanically Flash would ALWAYS be faster than Superman.

And so to chime in on swinging, it could instead be added as an option to the base run. If it's situational it costs less. If it's permanent "cloud grabbing" then it costs more.
- -

I hear what you're saying about "non-combat travel" and I like it.. but I do hope movement speed and placement are meaningful in combat. Investing in how fast your character moves should come with some in-combat advantages in my opinion. Mechanically, this goes a LONG way to making Crowd Control (and the resistance to it) a viable investment. Lore wise, being a superhero has a lot to do with the "Action Panels".. and action panels are all about movement.

Crowd Control Enthusiast

Gauntlet
Gauntlet's picture
Offline
Last seen: 8 years 11 months ago
Joined: 10/04/2013 - 19:03
In many other games they have

In many other games they have mounts. These could be collectible, and they could all fit under one of the current travel powers with just an alternate animation. Vehicles, animal, jetpacks, rocket boards. How do normal people get around town? they drive. these vehicles could be customized later in their own way and could function as powers. An easy out i would think :)

Yeah, that sounds like a Jedi. Massacre a whole room full of people, then stand around apologizing for it. - Swtor NPC

ravonos
Offline
Last seen: 4 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/04/2013 - 02:24
JayBezz wrote:
JayBezz wrote:

I know I sound lame when I ask, but what about the baseline humans? How would Emma Frost get around in Titan City, for example? Could people get behind the idea that you have to upgrade your travel power and everyone is given a base for free ("run") then you spend some kind of resource to train higher (Add ability to run faster, add ability to swing, add ability to hover, add to hover the ability to fly, etc. I don't know the cost benefit structure yet, but I do not think Flying should cost the same as super speed which costs the same as teleport. This tiered approach rewards characters who want to be faster than others. And yes, this means mechanically Flash would ALWAYS be faster than Superman.
And so to chime in on swinging, it could instead be added as an option to the base run. If it's situational it costs less. If it's permanent "cloud grabbing" then it costs more.

A tiered approach like that, where a new power is gained as you progress, would punish people who prefer a certain type of power, a lower grade power, that might be more fun. If I want flight, but super speed is higher tier than flight, it's not fair to me to be stuck slower because I don't want to upgrade my power selection. That might not be exactly what you meant but it's how I interpreted what you were saying.

AmbiDreamer
Offline
Last seen: 8 months 6 days ago
Developerkickstarter11th Anniversary Badge
Joined: 10/07/2013 - 22:49
Zombie Man wrote:
Zombie Man wrote:

Basically, any travel power you hang onto from above.

Flying pet, maybe?

Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program

TheSpectre
Offline
Last seen: 9 years 7 months ago
kickstarter
Joined: 10/23/2013 - 16:23
For speedsters, a super

For speedsters, a super sprint power would be cool. It could work like the CoX teleport but it requires targeting an area on the ground or a wall only. Then the speedster zips to the target location. Maybe a damage buff could be added to the end of the sprint based on the distance sprinted

Foradain
Foradain's picture
Offline
Last seen: 2 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/25/2013 - 21:06
snate56 wrote:
snate56 wrote:

The problem I had with Group Flight, and I always turned it off, was by not having Flight I couldn't slot it for speed, and our idiot fearless leader would inevitably outdistance us until we dropped like rocks right into the loving arms of the monsters on the ground below.
What if you could shoot a web to a tree 50yrds away and zip over to it?

Best solution I can see for this: Find out who is slowest, he leads the way. Everyone else follows him ^_^

Foradain, Mage of Phoenix Rising.
Foradain's Character Conclave
.
Avatar courtesy of Satellite9 Irezoomie

Zombie Man
Zombie Man's picture
Offline
Last seen: 10 years 2 months ago
kickstarter
Joined: 07/26/2013 - 19:23
Foradain wrote:
Foradain wrote:

Best solution I can see for this: Find out who is slowest, he leads the way. Everyone else follows him ^_^

And here's a lesson in unexpected consequences. This solution failed in CoH because everyone that was set to follow the slowest guy kept jostling each other as part of the mechanics' pathing AI. This jostling led to periodic halting which led to falling behind and then falling down.

Former Online Community Manager & Forum Moderator

AmbiDreamer
Offline
Last seen: 8 months 6 days ago
Developerkickstarter11th Anniversary Badge
Joined: 10/07/2013 - 22:49
Zombie Man wrote:
Zombie Man wrote:

Foradain wrote:
Best solution I can see for this: Find out who is slowest, he leads the way. Everyone else follows him ^_^

And here's a lesson in unexpected consequences. This solution failed in CoH because everyone that was set to follow the slowest guy kept jostling each other as part of the mechanics' pathing AI. This jostling led to periodic halting which led to falling behind and then falling down.

Is there anyway to lock people following into position? In Second Life, I figure they'd use a series of poseballs that players could hop on, which would keep them locked in formation (setting it to follow the leader) and solve the issue of people who don't want to fly. (Just don't select the spot to sit.) Would that work for a game like this?

Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program

Zombie Man
Zombie Man's picture
Offline
Last seen: 10 years 2 months ago
kickstarter
Joined: 07/26/2013 - 19:23
Well, no use coming up with

Well, no use coming up with solutions for CoH. :)

CoT will have different mechanics that we have to work with. And if there is such a thing as 'Group Fly' in CoT, it will probably work in a very different way.

Former Online Community Manager & Forum Moderator

Pages