I have zero knowledge about the feasibility of something like this, but it was rattling around my head.
The idea is that within a particular kind of travel, you could make trade offs. For instance, super jump. Maybe you'd like a little less height for a little more distance, or a more in air maneuverability for more for slower air speed. Similar adjustment could be made for all of the travel powers. Super speed: inertia for speed, concealment for height. Flight: zero gravity (the way CoX worked, having the power on meant you remained in place) for inertia.
Aside from allowing finer control of playstyle, it also gives a much larger control over character concept. Some folks may see their flying character as actually being propelled through the air on jets, they may not want to stop on a dime. While another concept is that it's a magical envelop surrounding them, they may want complete lack of inertia.
I guess if there were inspirations that had positive and negative effects, you could make it work....
but the percentage of people who 'want' the inconvenience of a dis/ad system will likely be small.
both COX and Champs began with the possibility of disadvantage choice and both scrapped the premise early on indevelopment simply because the tteams didn't find value (enjoyment/risk-reward/diversity) in such a system.
alternatively, there could simply be different versions of powers (jet packs vs magical flight) which act differently (champs started out this way, but watered everything down over time (players generally prefer standardized effects with diversified aesthetics, it seems)
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[i]....Fly me to the moon and let me play among the stars...[/i]
CO's flight powers seem to be divided mechanically into several categories. Some are faster, some are slower. Some have more maneuverability, others less. Some can be charged up to top speed on activation, others have to be used out of combat for a few seconds to get to top speed. One limits powers you can use while it is active. All make other powers cost more energy, one makes them cost not quite as much more. And one lets you go faster when going down and slower when going up, but if you don't move up to counter it you'll go down.
So it should be possible (if the devs have the time) to make and test for balance several variants of any given travel power. While not as flexible as an ad/disad system, it does provide more choices to the players while limiting the number of combinations that the devs need to check for unintended consequences.
BTW, I'd like an ad/disad system, but I recognize the problems this can cause in a game with hopefully thousands of players trying all the combinations available. Players can usually find the loopholes faster than the devs can.
Foradain, Mage of Phoenix Rising.
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