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Question about travel powers

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Mind-Freeze
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Question about travel powers

i know the devs have said that everyone will receive flight when they create a character. and as you level the speed will increase. is there any chance you can pick your own travel power when you create a character i know some of my characters i am going to create id like to start out with a travel power that fits my character. any ideas on this ?

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Citation needed.

Citation needed.

I know that MWM is on record as having stated people will get a travel power at level 1, or at least very early on, but I do not recall that they stated that flight will be the mandatory travel power.

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Yeah - they said that

Yeah - they said that everyone gets a basic travel power at level 1. I really don't think it's flight exclusively - I'm certain the dev was just using that as an example.

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ok cool wasnt sure

ok cool wasnt sure

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On a side note, has it been

On a side note, has it been stated exactly what travel powers will be available at launch? I'm hoping for a hybrid SJ/SS like Ninja Run, with or without wall crawling/parkour abilities, but I know that may not be at launch.

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We know that flight, jumping,

We know that flight, jumping, super speed, and teleportation are a certainty. With super speed and jumping we have parts of what we need for Acrobatics, which is our "non-powered person's travel power", this covers parkour-like ability but we have to get certain other pieces working to implement it. Ninja Run would be an animation skin for multiple travel powers, it isn't itself a function of travel. Acrobatics won't have wall-crawling though it will (or should) have ways of providing vertical obstacle travel.

Having a "less or more parkour" style of movement for Acrobatics would fall under animation customization. How many of those will be available at launch is just as or even possibly more important than how many travel powers will be available.

As to possible questions of why these powers and not "insert power name here", there a couple of reasons. They are rather iconic covering the majority of popular comic book character types of movement. They allow players from the old game to re-imagine their new character with familiarity to the old (for those attempting to recreate). They also provide the foundational functions we can employ toward additional travel powers we hope to include later.


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If the buildings have ledges

If the buildings have ledges or other irregularities for us to scale, then Acrobatics doesn't need 'wall-sticking'.

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Fireheart wrote:
Fireheart wrote:

If the buildings have ledges or other irregularities for us to scale, then Acrobatics doesn't need 'wall-sticking'.

Kings Row was a near ideal example of this sort of thing. It was possible to leap from rooftop to rooftop like a ninja with relative ease. I used to go hunting for Presents on rooftops in Kings Row during the Winter Event.


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As most of us recall in CoH

As most of us recall the four primary travel powers in CoH (Fly, Super Speed, Super Jump and Teleport) had their own themed power pools. Since we are going to be able to choose a specific travel power at level 1 in CoT it raises the question will travel powers be buried inside dedicated power pools in CoT or will they all be unique individual powers that are not associated with any power pools?

If it turns out that all travel powers in CoT will be individual unique powers then how will we be able to pick more than one at a time? Let's say I envision a character who can both Fly and Teleport. Obviously I'd pick one of those at level 1 but when would I be able to pick the other? Could I have them both at level 1 or would there be some kind of arbitrary threshold (like would I have to wait until say level 10 before I could choose the second travel power)?

Also we all know there are some people out there who actually perfer to have absolutely NO travel power for their particular characters. Will the list of choices for the free travel power at level 1 include "none" as a valid choice?

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Sounds great to me! I

Sounds great to me! I personally can take or leave any parkour or wall-crawling, I just would love a SS/SJ hybrid--but I do know that some people really are into the parkour and wall-crawling for concept.

I'm interested in the answers to Lothic's questions too, and also if we will be able to have two travel powers running and usable simultaneously.

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Lothic wrote:
Lothic wrote:

As most of us recall the four primary travel powers in CoH (Fly, Super Speed, Super Jump and Teleport) had their own themed power pools. Since we are going to be able to choose a specific travel power at level 1 in CoT it raises the question will travel powers be buried inside dedicated power pools in CoT or will they all be unique individual powers that are not associated with any power pools?
If it turns out that all travel powers in CoT will be individual unique powers then how will we be able to pick more than one at a time? Let's say I envision a character who can both Fly and Teleport. Obviously I'd pick one of those at level 1 but when would I be able to pick the other? Could I have them both at level 1 or would there be some kind of arbitrary threshold (like would I have to wait until say level 10 before I could choose the second travel power)?
Also we all know there are some people out there who actually perfer to have absolutely NO travel power for their particular characters. Will the list of choices for the free travel power at level 1 include "none" as a valid choice?

Travel powers are not buried within Tertiary Sets (our versions of power pools). Every character will get level-gated dedicated travel power slots to choose a travel power from with the first gate being level 1 (character creation). They are optional in that they are not required to be selected in order to complete leveling, this includes at character creation.


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Lothic
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Tannim222 wrote:
Tannim222 wrote:

Lothic wrote:
As most of us recall the four primary travel powers in CoH (Fly, Super Speed, Super Jump and Teleport) had their own themed power pools. Since we are going to be able to choose a specific travel power at level 1 in CoT it raises the question will travel powers be buried inside dedicated power pools in CoT or will they all be unique individual powers that are not associated with any power pools?
If it turns out that all travel powers in CoT will be individual unique powers then how will we be able to pick more than one at a time? Let's say I envision a character who can both Fly and Teleport. Obviously I'd pick one of those at level 1 but when would I be able to pick the other? Could I have them both at level 1 or would there be some kind of arbitrary threshold (like would I have to wait until say level 10 before I could choose the second travel power)?
Also we all know there are some people out there who actually perfer to have absolutely NO travel power for their particular characters. Will the list of choices for the free travel power at level 1 include "none" as a valid choice?

Travel powers are not buried within Tertiary Sets (our versions of power pools). Every character will get level-gated dedicated travel power slots to choose a travel power from with the first gate being level 1 (character creation). They are optional in that they are not required to be selected in order to complete leveling, this includes at character creation.

Thanks for the quick answers. The only follow-up question I have relates to the "level-gated dedicated travel power slots".

We know that in CoH if you wanted to have a character that had say 3 main travel powers (let's just say Fly, Teleport and Super Jump) that you would have had to use up more of your overall total number of power slots to make that possible. In other words you would have had to sacrifice other possible useful powers to make it all fit. Under the CoT system it appears that we're going to get dedicated travel power slots that means we won't have to give up any other slots for travel powers. Does this mean we could all theoretically have like 5+ travel powers when we (eventually) get to level 50 without any consequences or will there be some other mechanic in place that would make having that many travel powers potentially impractical and thus maintain the strategic character build trade-off like it existed in CoH? Basically if there's no real drawback to having a bunch of travel powers won't pretty much everyone in the game choose to give themselves as many travel powers as possible for their given character level?

CoH player from April 25, 2004 to November 30, 2012

Tannim222
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There is a limit to the

There is a limit to the number of travel slots. They are indeed separate from combat powers. And yes players could if they so choose, grab a bunch of different travel powers. Some certainly will because they can. Some won't because they don't want to.

We didn't want travel powers to be "buried" in tertiary sets because the majority of sets are designed for combat. For those looking for travel powers, from one or a couple to fulfill their concepts they ended up taking the "forced to pick but don't want" powers. Or (in our system) create suboptimal combat builds to get travel powers. Whe travel powers could have some influence on combat (certain types of mobility or vertical advantage) they are more designed for actual map travel.

In order to "level the field" travel powers become optional (with a limit). Combat powers and builds remain unaffected.


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Lothic
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Tannim222 wrote:
Tannim222 wrote:

There is a limit to the number of travel slots. They are indeed separate from combat powers. And yes players could if they so choose, grab a bunch of different travel powers. Some certainly will because they can. Some won't because they don't want to.
We didn't want travel powers to be "buried" in tertiary sets because the majority of sets are designed for combat. For those looking for travel powers, from one or a couple to fulfill their concepts they ended up taking the "forced to pick but don't want" powers. Or (in our system) create suboptimal combat builds to get travel powers. Whe travel powers could have some influence on combat (certain types of mobility or vertical advantage) they are more designed for actual map travel.
In order to "level the field" travel powers become optional (with a limit). Combat powers and builds remain unaffected.

So if there's no build consequences/drawbacks for choosing multiple travel powers versus a single travel power I would suggest providing a selection of "travel power boost powers" for your system in order to encourage (or at least reward) those players who stick with a single travel power.

Here's how I envision this to work assuming (for hypothetical purposes) we get a new travel power slot every tenth level.

Player A might use them like this:

level 1 - Fly power
level 10 - Super Jump power
level 20 - Super Speed power
level 30 - Teleport power
level 40 - Acrobatics power
level 50 - Tunneling power

But Player B might use them like this:

level 1 - Fly power
level 10 - +5% Fly speed bonus power
level 30 - +5% Fly END redux power
level 40 - +5% Fly speed bonus power
level 50 - +5% Fly END redux power

Basically you could come up with a collection of various buffs/improvements to existing travel powers that wouldn't give players NEW powers but instead make the powers they've already chosen better the more they specialize in it.

CoH player from April 25, 2004 to November 30, 2012

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We are taking a very

We are taking a very different approach than what you suggest. Ours is much more...involved. I can't divulge details, sorry. You'll have to wait to find out :D


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So it's like Champions where

So it's like Champions where you get a travel choice (at level 1 here) and a second at, say, 40? I always thought that was cool since it removed temptation to skip travel powers because they took up a power choice (though tbh I only ever encountered one guy who refused all travel powers because he was minimaxxing fighting. So we hadda wait for him to get there via prosaic sprint.)

The downside to dedicated travel power choice levels is it can take forever for a theme char to round out their travel power.

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Thanks for all the

Thanks for all the information! I still would like to know if we'll be able to use/have active more than one travel power at once :).

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Empyrean wrote:
Empyrean wrote:

Thanks for all the information! I still would like to know if we'll be able to use/have active more than one travel power at once :).

I don't see why not. Changes not withstanding, not set in stone, yadda yadda...


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Gorgon wrote:
Gorgon wrote:

So it's like Champions where you get a travel choice (at level 1 here) and a second at, say, 40? I always thought that was cool since it removed temptation to skip travel powers because they took up a power choice (though tbh I only ever encountered one guy who refused all travel powers because he was minimaxxing fighting. So we hadda wait for him to get there via prosaic sprint.)

That might have been me. :(

Wait, No.. I normally make it a point to buy a Rocket Pack or Hover Board supplementary travel power. :)

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Tannim222 wrote:
Tannim222 wrote:

Empyrean wrote:
Thanks for all the information! I still would like to know if we'll be able to use/have active more than one travel power at once :).

I don't see why not. Changes not withstanding, not set in stone, yadda yadda...

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Tannim222 wrote:
Tannim222 wrote:

We are taking a very different approach than what you suggest. Ours is much more...involved. I can't divulge details, sorry. You'll have to wait to find out :D

Can you at least answer my core concern about whether or not there would be any advantage to sticking to a single travel power or if you think it'll just become common practice for everyone to end up with 5 or 6 travel powers by the time they're level 50? Frankly if your system allows players to have multiple travel powers without any drawbacks or better alternatives that may be more useful than that then I can easily predict characters taking multiple travel powers becoming the standard default (for lack of anything better to select) which would actually be a little silly.

If you aren't going to give us any direct incentives to stick to single travel powers via my suggestion for travel power improvement buffs then I can only assume there are going to be other things we can use our spare travel power slots for that may be cool/useful but don't actually have anything to do with travel powers. Perhaps there will be a separate collection of unique bonus powers that can only be selected via the "travel power" slots that will give us alternatives besides just extra travel powers we either don't want or need.

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Lothic
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Gorgon wrote:
Gorgon wrote:

So it's like Champions where you get a travel choice (at level 1 here) and a second at, say, 40? I always thought that was cool since it removed temptation to skip travel powers because they took up a power choice (though tbh I only ever encountered one guy who refused all travel powers because he was minimaxxing fighting. So we hadda wait for him to get there via prosaic sprint.)

By the time CoH was shutdown there were many alternatives to the "standard" travel powers which included various ports and temp travel powers. I knew people in CoH who could easily beat their teammates to most missions using these "non-standard" travel methods. As long as CoT provides multiple alternatives there will be no need to be forced to take any dedicated travel powers to avoid being automatically labeled as "gimp" and/or handicapped.

Gorgon wrote:

The downside to dedicated travel power choice levels is it can take forever for a theme char to round out their travel power.

It'll be interesting to see how CoT spreads out its "level-based" travel power slots and how many slots we'll actually get. If they follow CO's lead of only granting one slot at level 1 and then one slot at 40 that would actually be kind of crappy. On the other hand if they give us a travel slot like every 5 or 10 levels then it's pretty much guaranteed we'll all have like 5+ travel powers by the time we're level 50. Maybe a good compromise would be a slot at level 1, level 15, level 30 and level 45.

CoH player from April 25, 2004 to November 30, 2012

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Lothic wrote:
Lothic wrote:

Tannim222 wrote:
We are taking a very different approach than what you suggest. Ours is much more...involved. I can't divulge details, sorry. You'll have to wait to find out :D

Can you at least answer my core concern about whether or not there would be any advantage to sticking to a single travel power or if you think it'll just become common practice for everyone to end up with 5 or 6 travel powers by the time they're level 50?

Obviously I don't have any answers, but I'm hoping the greater complexity at which Tannim is hinting includes something like masteries for travel powers, which might be akin to "travel power boost powers" or allow for more control, a la hover or combat jumping, or some kind of special move (e.g. super jump "double jump") or synergy that provides some - or all - the benefits of another travel power but with its own effects and animations.

Yeah, I'll let that sentence run along, now.

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Lothic
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Darth Fez wrote:
Darth Fez wrote:

Lothic wrote:
Tannim222 wrote:
We are taking a very different approach than what you suggest. Ours is much more...involved. I can't divulge details, sorry. You'll have to wait to find out :D

Can you at least answer my core concern about whether or not there would be any advantage to sticking to a single travel power or if you think it'll just become common practice for everyone to end up with 5 or 6 travel powers by the time they're level 50?
Obviously I don't have any answers, but I'm hoping the greater complexity at which Tannim is hinting includes something like masteries for travel powers, which might be akin to "travel power boost powers" or allow for more control, a la hover or combat jumping, or some kind of special move (e.g. super jump "double jump") or synergy that provides some - or all - the benefits of another travel power but with its own effects and animations.
Yeah, I'll let that sentence run along, now.

Yep that's the kind of thing I was trying to describe in my earlier post. Maybe there will be "powers" we can choose that aren't strictly travel powers yet they will provide either bonuses or additional effects to actual travel powers. The net effect is that we'll be able to "specialize" in certain types of travel powers by choosing multiple options that are geared specifically towards them. My idea of simple buffs (i.e. +5% Fly speed) was just one alternative of that.

CoH player from April 25, 2004 to November 30, 2012