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Super speed and running up walls.

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RottenLuck
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Super speed and running up walls.

Yes I know there are threads about Super Speeders wanting to run up walls.

What I got thinking about is how. Or more to the point the mechanics.

Super speed up walls should have a Momentum system. You can only run up walls if you hit a level of momentum high enough to counter gravity. If you stop running (thought still have the power active) you shouldn't be able to stand on the wall. You should fall because you have 0 momentum.

As you run up the wall your momentum lowers as the force of gravity is affecting you differently then running along the ground. This would make running up walls more challenging.

Adding Super Speed Boosts (enhancements) would increase the amount of Momentum your character can have and increase the time you can run along a wall with out falling.

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Cinnder
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Sounds good to me.

Sounds good to me.

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Foradain
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This brings a couple thoughts

This brings a couple thoughts to mind:

Wall crawlers would have a potential advantage over the superspeeedsters; while they will be slower, they can afford to take their time.

If the building has ledges or balconies then the speedsters can stop to rest. Although a balcony might not provide enough room to get a good speed going to continue upwards...

More boosts might also mean a higher angle you can climb without worrying about this. Anyone can climb a shallow enough slope depending on how much traction it provides, over that angle only speedsters and wall-crawlers can get higher than a jump. But maybe the speed boosts increase this maximum angle, so that what ordinary folks couldn't climb at all, the speedster with enough boosts can run up as if it was a gentle slope.

I don't think we want even the maxxed out speedsters to be able to climb vertical walls indefinitely, but they should be able to get to the top of all but perhaps the tallest buildings.

A geodesic dome would be easier: near vertical at the base, but the slope gets shallower as you go up, until you can consider it an ordinary runnable surface.

Traditional Glass Mountains count as much steeper than the angle would indicate ^_^

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Brand X
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What if one has wall crawling

What if one has wall crawling and super speed?

Brand X
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Also, sticking to CoH

Also, sticking to CoH inspired and comics themselves. Lots of super speedsters can get enough traction without a running start.

Foradain
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Brand X wrote:
Brand X wrote:

What if one has wall crawling and super speed?

Then then you go fast until your momentum runs out, then you slow to a crawl. ^_^

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RottenLuck
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Thought there are a few comic

Thought there are a few comic characters that can truly defy gravity Superman 1978 movie had him standing on the side of a building. That said it's not common. Also for a Game even a comic book based game balance and challenges should be taken into account. A system that would include momentum and Friction would make running up walls both challenging and fun.

Instead of just running up the building you have to think about where to run and if you can build up enough momentum to reach the top. At the same time it would not cross into the Wall crawler travel range. Because if Speeders can run up walls with out any trouble why take the Wall crawler power?

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syntaxerror37
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if you were to go with this,

if you were to go with this, I would recommend some kind of auidio/visual que to let the player know they have enough speed to start climbing a wall.

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Well, the balance between

Well, the balance between realism and fantasy in all aspects of comic books is an art, and sometimes writers get it right and sometimes we don't, but I think when it comes to movement it has a lot to do with it feeling intuitively right and the ability to rationalize it with at least internally consistent logic.

For example, there was a discussion about the ability to move in SJ, and it seemed to be the consensus that while some ability to alter course in air was necessary to make it a viable travel power, intuitively keeping that to a minimum--since it is not possible without outside thrust of some sort in real life--was more intuitive.

With super speed, just moving fast wouldn't give you any particular ability to cling to a surface and you would only go as far as momentum carried you--unless you brought in COMIC BOOK SUPER SCIENCE and rationalized that your movement created a super-static charge or some such thing that allowed you to cling to surfaces.

Either could be supported as a choice by the devs as long as it was either handled well intuitively or well rationalized.

My personal preferences--Flight a la DCUO so you don't feel like a blimp, good ole CoH SJ, good ole CoH SS, swinging like CO, Acrobatics with Wall Crawling like DCUO except without the grappling hook or rocket glide but with a mini SJ to make up for it (kind of like Ninja Run plus wall crawling). Ad in effects like a "slide" and/or vehicle option, etc. to make them concept friendly and most iconic Superhero travel is covered.

SJ has an option to look like Ice Man's ice chutes, Acrobatics can look like some kind of energy slide, SS can look like a motorcycle, flight can look like surfing on electricity or a Green Goblinesque flying wing, etc.

PS- OH! Teleport. Hmmm. CoH Teleport was tricky, but in the end cooler than the CO version, I think.

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ravonos
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Empyrean wrote:
Empyrean wrote:

Well, the balance between realism and fantasy in all aspects of comic books is an art, and sometimes writers get it right and sometimes we don't, but I think when it comes to movement it has a lot to do with it feeling intuitively right and the ability to rationalize it with at least internally consistent logic.
For example, there was a discussion about the ability to move in SJ, and it seemed to be the consensus that while some ability to alter course in air was necessary to make it a viable travel power, intuitively keeping that to a minimum--since it is not possible without outside thrust of some sort in real life--was more intuitive.
With super speed, just moving fast wouldn't give you any particular ability to cling to a surface and you would only go as far as momentum carried you--unless you brought in COMIC BOOK SUPER SCIENCE and rationalized that your movement created a super-static charge or some such thing that allowed you to cling to surfaces.
Either could be supported as a choice by the devs as long as it was either handled well intuitively or well rationalized.

I didn't look through the thread about SJ but the problem with that logic is that it doesn't extend to your logic about SS. If you are running at Super Speeds, you shouldn't also be allowed to stop instantly, there needs to be a period of decreasing speed. If you stopped instantly momentum would throw you forward off of your feet and likely send you tumbling down the asphalt to your death. Having the ability to stop on a dime is the same as moving around in the air while jumping. Actually jumping you have a set destination and you know exactly how far and how hard to jump, Super Jumping requires the ability to choose where you land and movement in the air is, in my opinion the best option for that. Sorry to derail the thread.

Empyrean
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ravonos wrote:
ravonos wrote:

Empyrean wrote:
Well, the balance between realism and fantasy in all aspects of comic books is an art, and sometimes writers get it right and sometimes we don't, but I think when it comes to movement it has a lot to do with it feeling intuitively right and the ability to rationalize it with at least internally consistent logic.
For example, there was a discussion about the ability to move in SJ, and it seemed to be the consensus that while some ability to alter course in air was necessary to make it a viable travel power, intuitively keeping that to a minimum--since it is not possible without outside thrust of some sort in real life--was more intuitive.
With super speed, just moving fast wouldn't give you any particular ability to cling to a surface and you would only go as far as momentum carried you--unless you brought in COMIC BOOK SUPER SCIENCE and rationalized that your movement created a super-static charge or some such thing that allowed you to cling to surfaces.
Either could be supported as a choice by the devs as long as it was either handled well intuitively or well rationalized.

I didn't look through the thread about SJ but the problem with that logic is that it doesn't extend to your logic about SS. If you are running at Super Speeds, you shouldn't also be allowed to stop instantly, there needs to be a period of decreasing speed. If you stopped instantly momentum would throw you forward off of your feet and likely send you tumbling down the asphalt to your death. Having the ability to stop on a dime is the same as moving around in the air while jumping. Actually jumping you have a set destination and you know exactly how far and how hard to jump, Super Jumping requires the ability to choose where you land and movement in the air is, in my opinion the best option for that. Sorry to derail the thread.

Well, first, I wouldn't say you derailed the thread. I'd say you brought it back around to the original topic--SS and running up walls.

And second, I totally agree with you, and if logic, even logic that is only consistent internally, doesn't cut it in a Superhero comic setting, then you need SUPER SCIENCE, or MAGIC, or somesuch to explain why you can change direction in mid air or stop on a dime--ie, "I can jump great distances and change direction because I have the mutant power of complete mastery over the kinetic energy and momentum of my body!" or "I have super speed because I can put myself slightly out-of-phase with this universe's time!", or "I can fly because... magic, that's why", or whatever.

But I do personally think that in general keeping things feeling intuitive is best, and being able to run and jump forward and then continue your "jump" in circling spirals in the air is less intuitive for someone who is supposed to be just super strong and jumping--but it could also be absolutely be valid in a comic book setting, as could running up a wall or stopping from supersonic speed on a dime.

And we can argue it infinity because it's all made up and It's all just creative choices. I have my personal preferences, but that's all they are. It'll come down to what the devs decide.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

RottenLuck
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Of course CoT wouldn't be

Of course CoT wouldn't be restricted to just four travel powers. So you could have a SJ with minimal control as well as SJ with max control. Why limit options!

The idea of momentum being key to running up walls basically just me seeing a lot of posts that wants that feature. Similar mechanic can be applied to running on water. You can only do it at max momentum. Or put it in other words...Very Fast http://www.metacafe.com/watch/mv-vH3L/remo_williams_the_adventure_begins_walking_on_water/

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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP