There's been a lot of chit-chat lately about Swinging as a Travel Power. The thing is ... how would it WORK and how would it be CONTROLLED?
The physics of swinging are relatively straightforward, conceptually speaking. It's basically a Pendulum of a variable "arm" length which can be shortened or lengthened as desired while swinging. In order to use swinging for travel purposes, movement of the pivot point is necessary so as to continuously "swing" towards the desired destination. In terms of movement patterns, the physics of swinging winds up being a lot like "jumping upside down" in that the path of motion is essentially a series of arches (just like jumping) except that the "joins" of the arches happen up in the air, rather than on the ground.
Running the physics as a pendulum then, what is needed for controls is the ability to assign the Pivot Point, which will require a "surface" to attach to (unless if you're REALLY super powered and can use "air anchors" as your pivot points!), and the ability to REassign the Pivot Point extremely quickly if need be, in rapid succession, so as to negotiate through tightly confined spaces. The other control that is necessary is being able to "winch" the swing cable either in or out, at will, so as to shorten or lengthen the pendulum arm.
Note that with these two control effects ... rapid selection of Pivot Points and rapid lengthening/shortening of the pendulum arm ... you'll have a movement system that essentially favors a more "twitchy" style of Player intensive gameplay control, and I would argue that that is "okay" because it many respects there will be aspects of the power that will track with how Teleportation ought to work (at least in terms of rapid re-use of the Power to keep moving).
So taking a holistic look at how a Swinging Travel Power would have to be built, and using the familiar City of Heroes conceptual set for how Powers ought to "work" here's how I'd want to put a Swinging Travel Power together from end to end.
Pivot Point selection would have to work on a Target: Location basis, because nothing else makes sense or gives the necessary freedom of movement. Furthermore, due to the Power needing to interact with the Environment, rather than a Character, the only thing that really *could* work would be a Target: Location setup for designating a Pivot Point.
I would want the Swinging Power to function as a Toggle with a near zero Recharge time, although NOT a near zero animation time (this distinction is important). When the Power is toggled on, the Swing Line is fired (animated) at the Target: Location and the Pivot Point is designated. When the Power is toggled off, the Swing Line "releases" from the Pivot Point and can then be *immediately* toggled on again to select a new Pivot Point. The animation of the Swing Line being fired would make the most sense to be handled as a Projectile, which in turn would mean that the Power is "quicker" and more "responsive" when animating to Pivot Points that are close by, rather than far away. This in turn would mean that "nearby" Pivot Points can be "grabbed onto" much faster than distant ones, simply by virtue of the Projectile speed determining the delay of the animation time of toggling on the Power.
Remember that in City of Heroes, one of the more common and popular keybinds was the "Teleport Bind" which allowed Players to Teleport with a mouse click. I personally used LShift+LMouse as my keybind for Teleporting on all of my characters with Teleport (including my Peacekeeper and Warshade bindloadfiles). A similar system could be used here to control the toggling of the Swing Power on and off. It is important for the Pivot Point to be run through a "toggle" because doing so allows the Player maximum control over the placement and duration of use for Pivot Points, which will be especially useful and necessary when coming to a controlled stop (known in aviation schools as "landing") or otherwise reducing speed so as to resume moving on foot (or whatever). Swinging would be a SKILL that the Player would need to learn and master.
The other part of the equation would be the control of the pendulum arm length. Here, it would be possible to repurpose the Forward and Backward control movements used for running to be instead interpreted as shortening or lengthening the pendulum arm length, and indeed the underlying notion is that the Swinging Power would allow this adjustement of the pendulum arm length to happen quite rapidly indeed (particularly if Enhanced)! So while the Swing Line Power is toggled on, the Forward and Backward control movements no long operate in the standard "running" or even "flying" configuration, but rather automatically switch over to being Swing Line Control. Left/Right and Strafing movement control movements will be unaffected since those may be needed for fine tuning and "finesse" of movements (although don't expect a whole lot of "movement friction" to help with those).
The last two limitations are that while the Swing Line Power is toggled on, there must be a clear line of sight between the Caster of the Power and the Pivot Point the entire time. If due to motion the Line of Sight is broken (swinging around a corner, for instance) then the Swing Line Power automatically toggles off (because the line broke, or whatever). The other limitation is that if the Caster impacts a surface, whether it be horizontal or vertical, with sufficient velocity to incur "Falling Damage" then the Swing Line Power will toggle off ... so if you swing yourself into the ground and belly flop into the pavement (for faceplanting example), the Power will disengage. However, if you stand "near" a building and fire your Swing Line towards the top of it, your Swing Line Power will not toggle off just because you're standing on the ground, thereby allowing you to shorten your pendulum arm fast enough to either begin swinging or to just simply use your Swing Line as a basic "winch" to get you up towards the top of the building fairly quickly in a rope and grappling hook fashion for climbing.
So ... toggle on/off to Target: Location to assign Pivot Points, and repurpose the Forward/Backward movement controls so as to be able to control the pendulum arm length. The Swing Line Power will have a maximum range between the Caster and the Target: Location of the Pivot Point, which can be increased using Range Enhancements (which will also increase the Projectile speed making animation times to a benchmark reference distance faster). The speed at which the pendulum arm length can be shortened or lengthened can be enhanced using Buff Enhancements (which in My System of Enhancements would apply to ALL movement Powers universally, including Running, Jumping and Flying). Note that with sufficiently fast pendulum arm length control an extraordinarily wide variety of truly dizzying movement feats could be performed (bring on the Cirque de Soleil skill levels), up to and including highly "ballistic" movements of great speed.
Attack On Titan Opening now becomes *obligatory* for demonstration of working principles (Dual Blades powerset and 3D Maneuver Gear costume pieces also desired for authentic Scrapperlock Awesomeness). Extra Bonus Points granted to Developers who define Giant Monsters as legal targets for Swing Line Pivot Points using Target: Location functionality!
Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.