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Travel Powers

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rookslide
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I like the idea of Super

I like the idea of Super Speed being able to go on walls and stuff if only for a short distance. In Darksiders II, you can travel along walls that way sort of it is just a simple mechanic of holding down the right key and you can go for a ways along the walls until you stop moving for about a second then you have to stop drop and roll or climb a ledge or something. I gotta give em props I like the way they built that into the game. Something similar would be cool for super speed or just combined into the Acrobatics or Wall Crawling abilities.

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I thought the temp power jet

I thought the temp power jet pack was useful. Couldn't there be some kind of supplementary 'non-combat' powers like flight ring/anti-grav belt that could supplement a Player's primary movement in particular zones. They could be handed out by a sort of 'Zone Guide' NPC waiting at the entry points like there was at the end of CoH days. Heck, they could be very specific and only worked in that zone/mission.

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ravonos wrote:
ravonos 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.

If they have "enhancement points" to their powers system, then paying to enhance your travel powers should fit the model I describe.

Flying gives you access to the Z axis which is a huge advantage in any 3D space. This is a huge advantage over grounded travel both in combat and in the ability to navigate any zone space.

My character who runs baseline human may not be as fast as someone who is a beast-type player but that person may not be as fast as the superspeed runner. To represent this difference and have them all cost the same is a crazy notion to me.

There is much more to be discussed about the systems engineering of the game, but I feel this concept is a simple one.

- -

I also want to add that I would love a parkours run available where players can leap off walls and swing on poles.

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I love the acrobatic travel

I love the acrobatic travel power in DCUO if i had that plus a wolf mount. *drools* that would be nice

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For teleport, how do people

For teleport, how do people feel about being able to use the mini-map to indicate their teleport target location? This should remove LoS problems and allow for those people who use this travel power to achieve such effects as teleporting through walls or around corners.

This ought to be compatible with Heavy Weather's idea of being able to set waypoints on zone maps, so that the character automatically TPs toward the waypoint without requiring the player to have any particular skill with a point and click system.

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Darth Fez wrote:
Darth Fez wrote:

For teleport, how do people feel about being able to use the mini-map to indicate their teleport target location?

Speaking just for myself, I was always surprised that this kind of functionality WASN'T available to the Teleport Pool in City of Heroes.

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Speaking of the mini-map, I

Speaking of the mini-map, I wished there was 1) a way to get the /loc coordinates of a target, and 2) a way to set the marker in the mini-map to a set of coordinates. It would have made it a lot easier to call in support on a zone event.

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Did someone say Parkour

Did someone say Parkour

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I think a fun travel power

I think a fun travel power would be like when u water ski but it could be 2 fast moving land pullers or 2 air pullers could make swinging and flying or superspeed all in one travel

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JayBezz wrote:
JayBezz wrote:

Did someone say Parkour

You just made me think of Chuck, tv show: ;)
http://www.youtube.com/watch?v=IQb9Pge56ms

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Group Fly: No, thank you.. I

Group Fly: No, thank you.. I'll take my luggage with me. C'mon Doc Samsonite.. We need to get to Clarksville sometime this AM...

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Heavy Weather wrote:
Heavy Weather wrote:

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.

This is pretty much what I was thinking for teleport as well. It just seems like a logical and easy method for using teleport. Starts with only being able to go to key points on the map in the current zone, followed by being able to make your own hotspots and finally interzonal. The lack of speed is made up for by being able to port relatively close to any destination that comes up and only needing to travel a short distance from that point to their final destination.

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Group Fly NEVER worked right

Group Fly [b]NEVER worked right[/b] ... just ask any Mastermind who had to [i]Follow their Pet[/i] in order to not drop group members out of the Fly Zone.

Now, if Group Fly worked in a way that gave movement orders to everyone in the AoE (who would all have their movement speeds overridden by Group Fly) [i]so long as they made no movement commands of their own[/i] then you would have created a Group Fly In Formation capability that would have been useful. Don't want Group Fly to be moving you? Just move yourself as normal and your movement will override the movement commands being transmitted by Group Fly, allowing you to drop out of the AoE if that's what you want to do.

Might be able to do something like that with the Unreal Engine. Not a high priority though.

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Group Fly was one of those

Group Fly was one of those kinds of powers that probably seemed like it would be perfectly appropriate for a Superhero game setting but in practice wasn't really that useful. I'm not just saying the way it specifically worked (or maybe didn't work) in CoH made it semi-worthless - I'm saying as a generic Travel Power for any MMO the whole concept itself just didn't really prove to be all that neccessary.

Yes when CoH launched there were relatively few Travel Power options. But by the time CoH ended there were several easy ways ANY character could Fly if they wanted to. My guess is that CoT is going to continue the trend of keeping the worthiness of Group Flying sidelined.

One could probably argue that it might still be cool if we could get a user-friendly version of a Group Fly for things like Mastermind pets. I'll admit I actually experimented using Group Fly for my Fire controller's Fire Imps and it was kind of fun to use Hover and Group Fly together to move out over a MOB and drop the Imps (by turning off GF) like bombs on top of them. But that fun only lasted like 15 minutes and then I was done with it.

I guess what I'm saying is that unless a CoT Dev gets a bright idea that produces a workable Group Fly with very minimal Dev effort I'd prefer they not even try to give us a power like that in the first place. Simply far too little bang for the buck.

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Group Fly can grant a temp

Group Fly can grant a temp power in which the target can toggle on or off fly. Maybe as an AOE effect. Lasts for 10-15 mins.

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Brand X wrote:
Brand X wrote:

Group Fly can grant a temp power in which the target can toggle on or off fly. Maybe as an AOE effect. Lasts for 10-15 mins.

Hmm that sounds like fun. A Buff powers that provides flight but only to those in the area? Nice. I tend to like shorter cast durations and shorter cooldowns. Things like this would be able to be easily "maintained" but should cost endurance and vigilance.

Of course then the actual movement of the players would never change hands and the players would need to stay within range of the caster to keep the buff. Don't want it ... just don't fly with them. The most important thing to me is that the teammates affected continue to have control over their own character. Secondmost important is that it cost quite a bit of "endurance" to perform making it only somewhat useful in combat but mostly useful out of combat.

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JayBezz wrote:
JayBezz wrote:

Brand X wrote:
Group Fly can grant a temp power in which the target can toggle on or off fly. Maybe as an AOE effect. Lasts for 10-15 mins.

Hmm that sounds like fun. A Buff powers that provides flight but only to those in the area? Nice. I tend to like shorter cast durations and shorter cooldowns. Things like this would be able to be easily "maintained" but should cost endurance and vigilance.
Of course then the actual movement of the players would never change hands and the players would need to stay within range of the caster to keep the buff. Don't want it ... just don't fly with them. The most important thing to me is that the teammates affected continue to have control over their own character. Secondmost important is that it cost quite a bit of "endurance" to perform making it only somewhat useful in combat but mostly useful out of combat.

Yeah this was one of the more popular "alternatives" suggested to replace the original Group Fly. I'll admit it'd probably be more workable that way - assuming you're not flying somewhere like in the Shadow Shards and your 10-15 minutes runs out. ;)

I'd suggest something like this only granting a "bare minimum" version of Fly, maybe even slower than the base speed of normal Fly. And as a temp power effect it could be "deleted" at will by the recipient. Beyond that the only question is how it would work with pets. Would they be constantly flying for the duration of the power or would the pet owner have some kind of control over it?

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Lothic wrote:
Lothic wrote:

And as a temp power effect it could be "deleted" at will by the recipient. Beyond that the only question is how it would work with pets.

Assuming every build is forced to have a travel power.. when the affected player activates their travel power, the buff is canceled.

Lothic wrote:

(Pets,) Would they be constantly flying for the duration of the power or would the pet owner have some kind of control over it?

I say bite the bullet and allow pets the ability to travel on the Z axis automatically. IF some pets can fly and others cannot I expect this to be represented in their Endurance cost and power levels.

But whatever the case I would leave the group AoE Buff to players only if it were me. Pets are free thinking AI that is just too hard for a player to control for the most part real time.

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JayBezz wrote:
JayBezz wrote:

Did someone say Parkour

Oh, so *that's* what is meant by 'jumping'. I had no idea!!!

:P

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JayBezz wrote:
JayBezz wrote:

Lothic wrote:
And as a temp power effect it could be "deleted" at will by the recipient. Beyond that the only question is how it would work with pets.
Assuming every build is forced to have a travel power.. when the affected player activates their travel power, the buff is canceled.

So you're saying I'd have to activate a travel power to turn off the Group Fly effect? What if I use powers that don't work while I'm flying and I want to use them WITHOUT having to turn on a different travel power just to kill the Fly effect you're throwing on me? No, I still think any version of a Group Fly should either be manually deleteable and/or automatically declinable. Without that you could literally grief other people just by casting Group Fly on them.

JayBezz wrote:

Lothic wrote:
(Pets,) Would they be constantly flying for the duration of the power or would the pet owner have some kind of control over it?
I say bite the bullet and allow pets the ability to travel on the Z axis automatically. IF some pets can fly and others cannot I expect this to be represented in their Endurance cost and power levels.
But whatever the case I would leave the group AoE Buff to players only if it were me. Pets are free thinking AI that is just too hard for a player to control for the most part real time.

When you say "AoE Buff" that sounds alot like how Group Fly was already working, Not really sure what you've changed here. If GF becomes a timed effect then people will want a way to turn it off or auto-decline it for pets as well.

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JayBezz wrote:
JayBezz wrote:

Brand X wrote:
Group Fly can grant a temp power in which the target can toggle on or off fly. Maybe as an AOE effect. Lasts for 10-15 mins.

Hmm that sounds like fun. A Buff powers that provides flight but only to those in the area? Nice. I tend to like shorter cast durations and shorter cooldowns. Things like this would be able to be easily "maintained" but should cost endurance and vigilance.
Of course then the actual movement of the players would never change hands and the players would need to stay within range of the caster to keep the buff. Don't want it ... just don't fly with them. The most important thing to me is that the teammates affected continue to have control over their own character. Secondmost important is that it cost quite a bit of "endurance" to perform making it only somewhat useful in combat but mostly useful out of combat.

I actually had no problem with CoH's Group Fly. And from a comic book stand point, when did a TKer ever say "Oh? You don't want to be left hanging in the air? Well it's your choice." :p

Basically another form of crowd control :p "Stop holding/immobilizing me! It's take control of my character out of my hands!"

But for the intended purpose of Group Fly, it needed work in CoH.

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Ellysyn wrote:
Ellysyn wrote:

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

This! I would love this! Imagine Air Gear style tricks and such, riding up a walll, or spiraling up a light pole! Yes!

Also:

I doubt there's high demand for this, but I'd personally like some form of vaulting, Gambit used a staff, not sure he ever used it for travel, but there are other examples of people weilding staffs, just not many (IF any?) of someone using vaulting as a travel power, regardless, I think it would be fun, vaulting across the roof tops. Could feature a targetting interface where you target where the pole strikes as you vault, could make for very wonky travel experiences if you target the pole wrong...

This is probably the least 'super' travel power I can think of....

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Vaulting would wind up

Vaulting would wind up functionally acting as an alternative animation for Leaping/Jumping. Not exactly sure I can find an argument saying that investing in making this happen would generate a worthwhile return.

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I am hoping there will be a

I am hoping there will be a "sliding" power... at least something as simple as the CoH Prestige Power Slide (in terms of "animation"... and that was basically a person statically in the sliding position, that could lean slightly when you curved :) ), if nothing else.

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LeadWanderer wrote:
LeadWanderer wrote:

Ellysyn wrote:
I want a roller blades or skates or skateboard travel power.

This! I would love this! Imagine Air Gear style tricks and such, riding up a walll, or spiraling up a light pole! Yes!
Also:
I doubt there's high demand for this, but I'd personally like some form of vaulting, Gambit used a staff, not sure he ever used it for travel, but there are other examples of people weilding staffs, just not many (IF any?) of someone using vaulting as a travel power, regardless, I think it would be fun, vaulting across the roof tops. Could feature a targetting interface where you target where the pole strikes as you vault, could make for very wonky travel experiences if you target the pole wrong...
This is probably the least 'super' travel power I can think of....

If their thoughts on animations are anything like mine (that they can be interchangable) then the pole-arms animation set could totally use the "Vault" animation as a "lunge" power for the martial arts framework.

That is alot of assumptions tho:

1) there will be a lunge mechanic
2) animations will be interchangable within powersets (they did show this on KS but is subject to change)
3) pole-arms will be one of those animations available

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JayBezz wrote:
JayBezz wrote:

If their thoughts on animations are anything like mine (that they can be interchangable) then the pole-arms animation set could totally use the "Vault" animation as a "lunge" power for the martial arts framework.
That is alot of assumptions tho:
1) there will be a lunge mechanic
2) animations will be interchangable within powersets (they did show this on KS but is subject to change)
3) pole-arms will be one of those animations available

I really like this implimentation of it, and to be honest, if the arcs are interchangable between jumping and vaulting, I imagine then that it's just like this, a matter of swapping animations to account for it. If there's a vault-lunge style melee attack in staff fighting, then that same animation could be modified to be swapped into super jumping.

I think that generally the question is more about how/if this power or a different rendition of an old power add flavor. If it can then it should be done. Vaulting animation could be interchanged near the end of the arc with several things, a vaulted kick, a tuck and roll(With the pole it could sweep the enemies around the landing point with the staff and grant melee defense), Spin kick at the top of the arc, there's a lot that could be thought of within the framework of 'vaulting'

Personally I don't think it's an odd request, Goku from Dragon Ball used an elongating staff all of the time, occasionally he did use it to vault, so it isn't fair to say there isn't demand given the popularity of it. That's just one example. (Though maybe not the Dragon Ball section.)

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Super jump with an

Super jump with an enhancement or checkbox option for swing based on your toon concept.

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I want a plasticman like

I want a plasticman like slingshot. Grab to points, stretch back. and then fly.

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darrall123 wrote:
darrall123 wrote:

Super jump with an enhancement or checkbox option for swing based on your toon concept.

An enhancement, I think. Looked at as taking the place of a speed increase enhancement, it reduces your ability to jump. Looked at as an addition to your jumping, it increases how far you can go in certain areas. So that would tend to balance out.

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TheSpectre wrote:
TheSpectre wrote:

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.

Actually, CoX had a [i]lot[/i] of missions and zones where your choice of travel power(s) made a difference, albeit never a big enough difference to really tip the balance toward or away from any particular travel power. For virtually all of the indoor missions, flight or superspeed were better for getting around the maps -- super jump was a little slower and less dignified (bouncing off the ceiling with each leap) in office and lab missions, and could be problematic in the small cavern tunnels, except for the rooms that had lots of vertical, where superspeed comes up short (the layer-cake room comes to mind). And Teleport was the odd one out; it was the least affected by map geometry.

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srmalloy wrote:
srmalloy wrote:

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.

Grandville ... Superspeed.
Tera Volta ... Superspeed.
Shadow Shard (all zones) ... Superspeed and Super Leaping.

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My teleport beat super speed

My teleport beat super speed and Leaping in the Shadow Shard.

But, I chose Fly more often than not.

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I remember using a +range in

I remember using a +range in recall friend for the sole purpose of handling people at FBZ and getting non-fliers to the next zone-point. given the size of that zone, and the range that single boost gave me.. I felt super when I could do that.

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In world of warcraft some of

In world of warcraft some of the mounts allow more players to hop on and ride. Now I never rode on one but I assume that only owner could steer. A group flight power could have "seats" in a area around the user when a player joins the effect they are assigned a seat and are pulled along until they "get out" or the power is channeled. Although this is only one way of doing it think about green lantern. If he needs to do a "group flight" he creates a bubble with his ring and carries the others along with it. Another way is for it to be a buff like ability so instead of "group flight" it could be "grant flight" where you can give someone the ability to fly for 5-10 min. Teleportaion should be a longer range power then it was in CoX perhaps being a mix between Superspeed and flight you disappear from one point and are able to move at a higher speed then what SS gives as well as flight but it only work for X seconds sort of like the houdini splicers in Bioshock.

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The WoW one just allows the

The WoW one just allows the driver to steer.

However, there are also additional mounts that have other features, where there is a vendor/repair guy riding along as well.

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Zombie Man wrote:
Zombie Man wrote:

JayBezz wrote:
Did someone say Parkour

Oh, so *that's* what is meant by 'jumping'. I had no idea!!!
:P

https://www.youtube.com/watch?v=5zvSM2dY878

EQN will have a version of movement that, with stylized animations, could very much work as parkours (Please give us wall running and wall jumping!)

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Cold_Iron wrote:
Cold_Iron wrote:

Teleportaion should be a longer range power then it was in CoX perhaps being a mix between Superspeed and flight you disappear from one point and are able to move at a higher speed then what SS gives as well as flight but it only work for X seconds sort of like the houdini splicers in Bioshock.

This is basically how "teleportation" works in CO. But it won't let you go through walls, closed doors, or even windows. (It's also supposed to let you drop slowly to the ground if it ends with you in the air, but if you are headed downwards it doesn't .) From what I understand, the CoX teleport actually let you do some of the things that a teleporter can do in comics but flyers can't.

The only good thing about the CO teleport, is that it allowed the Starfleet Away Team to do a group beam up ^_^

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I am very torn.. I prefer the

I am very torn.. I prefer the point and click teleport actually. Not the "Invisible Flight" teleport that Champions Online uses.. mostly because teleporting is SUCH a valuable skill.

All I am going to say is please keep teleport's endurance cost high enough so that using it in combat isn't the "I'm done fighting" button.

In fact for ALL travel powers and as a design goal.. make running from a fight have a deeper penalty.

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Sometimes mobility is the

Sometimes mobility is the reason to keep a toggle active, and as much as hover was 'good' defensively, I prefered to fly around because of speed and mobility, it's easier to kite when you can move faster. So, activating a travel power shouldn't be prohibited or discouraged in combat, IMO.

I'd like for even the 'travel only' powers to grant strategic advantage, teleportation is disorienting to fight, so sure it costs endurance but it should disrupt line of sight and cancel targeting. Moving could be a state of being in the game that can grant buffs and such, while standing still gives nothing or reduced bonuses(Or vice verse for other applicable powers).

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I slotted Hover with 3 fly

I slotted Hover with 3 fly enhancements. I flew just fine in or out of combat.

Travel Power Suppression didn't really bother me all that much. There were a few instances where I'd get irritated because I aggroed a spawn that I didn't see while flying by. But, that didn't happen all that often.

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Ahh, hover. Was my preferred

Ahh, hover. Was my preferred power for moving around in missions; once you enhanced the speed some it was just about as fast as I could go without running into control issues and getting stuck on doors and wall torches and whatnot. Was also really fun to toggle on afterburner and just float through an entire map with well past softcapped defenses - that was my version of "stealthing" a mission if I wasn't in the mood to destroy all in my path.

And if you needed flight level speeds out of hover, you could toggle on the Good vs. Evil jump pack. A pity about the limited duration, but by the time you got to zones big enough for that to really matter, you'd had plenty of chances to pick up fly.

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The primary reason I loved

The primary reason I loved hover for many a character was that it essentially made them immune to knockback. That and it was basically Vertical Movement for Dummies. :P

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So here is an interesting

So here is an interesting thought regarding Travel powers. People have already spoken about vehicles, and even using a Taxi to get across the city. What about being able to highjack, or 'borrow' someones vehicle?

I feel this could create for some interesting player interactions, person gets car stolen, player goes to stop the thief, thief is another player, PvP fight over the car. Heck we could go even further and be able to throw cars at each other maybe, or use them as melee weapons.

"We lost our home, but not our spirit"

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These days I'd be worried

These days I'd be worried about the strong associations that such activities (carjacking, to call a spade a spade) would have with games such as Grand Theft Auto. Also, attacking NPCs in any way, shape, or form was a big no-no in CoH. If CoT stays with that paradigm then the closest thing that could happen is stealing a vehicle.

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On of the benefits of making

On of the benefits of making a new game is that all the stuff that the old one couldn't do can be done.

And seriously, why not borrow or take from travel sets from CO and DCUO?

Have the old classice Flight, Leaping and Teleporting, and upgrade Super Speed to go up and down walls. Add in a grapple travel power that can alternate between a grapple gun, a line of something or a really long whip and do it like in CO; grapple the sky.

Acrobatics would also be great from DCUO for the climbing and enhanced speed for more 'badbutt normal' characters. And vehicles can be added later, maybe a car or plane that has offensive powers unusable while your going around.

Alternate flying animations are a must. Add it rockets from boots and maybe jet packs, different poses...

And running styles like the Sonic 'Airplane Arms' or Flashes 'Knife Hand Arm Pumping'.

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Watching the Wildstar

Watching the Wildstar Spellslinger video, I'd love to have that type of teleporting available in CoT by the looks of it!

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Wanders wrote:
Wanders wrote:

I am hoping there will be a "sliding" power...

Ohhh, for a second there i was imagining a Shield Charge kinda power that actually didnt teleport, but did a dash and Slide into the group, knocking them down like bowling pinns .;)

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Brand X wrote:
Brand X wrote:

Watching the Wildstar Spellslinger video, I'd love to have that type of teleporting available in CoT by the looks of it!

And don't forget that they have hoverboards as well....

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2) Not to be used when upset... will void warranty
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Brand X wrote:
Brand X wrote:

Watching the Wildstar Spellslinger video, I'd love to have that type of teleporting available in CoT by the looks of it!

I liked that as well.. Can't tell if it's point and click or based on the direction you're facing but it's definitely NOT "invisible flight"

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Depends on the ability that

Depends on the ability that they are using.

They have an ability that swaps their position with a mob, which requires you to target the mob... and then there is the one where you see them jump 20m (or so) in the direction that they are moving. That appears to be non targetted.

*shrugs* I am just going off the video here.

Side note: I remember seeing in one video (i honestly forget which) where there was a "teleport in one direction, and stun the mobs that were in the path of the teleport"... That would be a "targetted" teleport as well.... I could well be wrong on the class that did it as well >.<

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2) Not to be used when upset... will void warranty
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it would be nice if the

it would be nice if the travel powers are also affected by items. so if you have a level 1 wing equipped then you have the standard flying speed. but if you equip a level 2 wing then you can fly faster. and maybe there are some different wing types. so with insect wings you dont fly as with normal bird wings. just an idea.

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Just a couple of comments

Just a couple of comments since I read the whole thread:

CO doesn't have teleport: it has invis/phase flight (and phase doesn't work through everything). As a concept, it's fine, but it shouldn't be called teleport. I loved my teleporter (except when I was in DA ^_^)

I remember something about not allowing SS to go up walls because they didn't want to get in trouble with DC about that (Most SS comic heroes didn't do that regularly except Flash). That could have been urban legend too, not sure.

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KaiserDeathIV wrote:
KaiserDeathIV wrote:

it would be nice if the travel powers are also affected by items. so if you have a level 1 wing equipped then you have the standard flying speed. but if you equip a level 2 wing then you can fly faster. and maybe there are some different wing types. so with insect wings you dont fly as with normal bird wings. just an idea.

I'd rather flight speed be tied to how the flight power is slotted, or something other then wing type. It would be too complex otherwise with each set of wings/cape having a different flight speed.

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WestCoaster wrote:
WestCoaster wrote:

KaiserDeathIV wrote:
it would be nice if the travel powers are also affected by items. so if you have a level 1 wing equipped then you have the standard flying speed. but if you equip a level 2 wing then you can fly faster. and maybe there are some different wing types. so with insect wings you dont fly as with normal bird wings. just an idea.

I'd rather flight speed be tied to how the flight power is slotted, or something other then wing type. It would be too complex otherwise with each set of wings/cape having a different flight speed.

And it gets right back into the "performance = gear" rut, where a player has to choose between the flight speed they want and the look they want.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

WestCoaster wrote:
KaiserDeathIV wrote:
it would be nice if the travel powers are also affected by items. so if you have a level 1 wing equipped then you have the standard flying speed. but if you equip a level 2 wing then you can fly faster. and maybe there are some different wing types. so with insect wings you dont fly as with normal bird wings. just an idea.

I'd rather flight speed be tied to how the flight power is slotted, or something other then wing type. It would be too complex otherwise with each set of wings/cape having a different flight speed.

And it gets right back into the "performance = gear" rut, where a player has to choose between the flight speed they want and the look they want.

I definitely vote NO to "performance = gear" ... Even though games have mitigated the main problem with that by adding costume slots, I still want my super hero costumes to be just that: COSTUMES!

If you want your tank to be a power-armor tank, design his costume to look like it's high-tech power armor! If you want your archer to have the best arrows, pick the coolest-looking arrow set! If you want to fly with a jetpack, get your jetpack-costume on! (although I admit, CO's idea of movement-styles isn't horrible -- it's still power-based, not gear-based).

(And to be fair, my hobbit minstrel has some cool (if ugly) gear, but he walks around Middle Earth in a fop hat, brown coat and brown pants with his mining backpack ... still prefer CoX-type system)

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Redlynne wrote:
Redlynne wrote:

srmalloy wrote:
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.
Grandville ... Superspeed.
Tera Volta ... Superspeed.
Shadow Shard (all zones) ... Superspeed and Super Leaping.

Teleporting through the Web was horrid. I would use a temp Fly power rather than 'port through downtown Grandville.

I remember when Star Wars was cool...a long, long time ago...

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Doctor Tyche wrote:
Doctor Tyche wrote:

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.

I just hope the decisions are weighted. Flying should likely cost more in character currency than "average human run".

Perhaps each PART of the travel power could cost different and be buildable to a max.

+Movement speed (up to lets say 5) costs 1 point
+Hover/Fly costs 2 points
+Jump Height costs 1 point
+Teleport costs 4 points
+Grappling Hook costs 3 points
+Slide costs 3 points
+Surf costs 3 points

Then give players the option to animate the powers they want (Ice Slide, Earth Slide, etc. /Grappling hook, Shoot hair, shoot a vine, shoot a light beam/ Surf on a board, Cat, Manhole Cover/ Fly animations/ Portal Teleport, Disappearing teleport, tech teleport/Running Animations.

I don't know how this point system would interact with your non-travel powers but i suppose the points you "save" could be used elsewhere but the general idea is to expect players to use the same number of points.

There's likely a better way to represent this weighted system but the point I'm making is that I want travel powers weighted against travel powers.

Non-combat powers should be weighted separately for build parity.

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What about the ability to

What about the ability to phase *through* objects? The shortest distance between two points will always be a straight line.

I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.

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Automatisch wrote:
Automatisch wrote:

What about the ability to phase *through* objects? The shortest distance between two points will always be a straight line.

That would have made CO's teleport power tolerable (as a teleport) ...

BUT ... to have phasing work this way, they'd have to render EVERYTHING ... otherwise, when you're inside buildings traveling through to the other side, you'd see things around you as if the building wasn't there ... plus unless there was stuff happening in the building (including just having walls, desks, counters, etc.) it wouldn't look right.

All this would take up valuable computing space and YOUR computer's memory to have ready any time someone uses a phase power ... this is usually where games save on render and memory needs, allowing "average" gaming computers and internet connections the ability to play them

(it's also why, when there's a "crack" in the world, things look so weird)

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Doctor Tyche wrote:
Doctor Tyche wrote:

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.

Two things:

Firstly, please don't consider Champ's swing as "just another fly"... if for no other reason than because the MECHANICS felt so unique. I always felt like that "hold/release jump" mechanic was sorely underused (it would have been fantastic for glide... which DID become "just another fly power"... or any sort "become" flight power (like the skull thingy or ninja leaves)... and could have made other powers much more interesting (Re: ice slide))

Secondly I loved Spiderman 2... I used to listen to http://youtu.be/MkT2wW3-1jQ on full blast and just swing around the city.
the best parts of it, were the animations when you WEREN'T swinging (taunting gravity as you fell through the air flipping, diving, etc)....
and the animations when you WERE swinging (:P)
It actually functioned otherwise (if memory serves) not unlike how it did in champions... it was just that the tether lines would invariably attach at odd angles because of the different geometry of where the line connected.

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Ebon_Justice wrote:
Ebon_Justice wrote:

Automatisch wrote:
What about the ability to phase *through* objects? The shortest distance between two points will always be a straight line.

That would have made CO's teleport power tolerable (as a teleport) ...
BUT ... to have phasing work this way, they'd have to render EVERYTHING ... otherwise, when you're inside buildings traveling through to the other side, you'd see things around you as if the building wasn't there ... plus unless there was stuff happening in the building (including just having walls, desks, counters, etc.) it wouldn't look right.
All this would take up valuable computing space and YOUR computer's memory to have ready any time someone uses a phase power ... this is usually where games save on render and memory needs, allowing "average" gaming computers and internet connections the ability to play them
(it's also why, when there's a "crack" in the world, things look so weird)

A valid point: however, we will never improve the game if we don't take a few risks and explore all the options. Besides, the devs are trying to make these zones even bigger than CoH's. This implies that there will be more data to process either way. What is more, I really want to be able to sneak through solid walls and get a jump on my enemy lol.

I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.

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And to solve the "swing

And to solve the "swing problem" so that it doesn't look like a line to the sky just make it fuction differently in areas with low structures. Spiderman made great time by " pulling" himself towards the location in question. The mechanics behind this might be tricky so I'd love to hear more ideas.

I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.

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on the point of swinging not

on the point of swinging not working in a desert area with no high buildings/structures...but in comics superheros dont use there travel powers in every location as well...
would be cool to see the ability to carry another hero ... for example someone that cant jump maybe a fly person can pick them up and fly them up to top of something if they want just something simple but would be interesting

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I'm totally seeing Iron Man

I'm totally seeing Iron Man flying along holding the end of a web line right now. In the desert.

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Or cheat and use some

Or cheat and use some hovering drone device. http://cdn.techinasia.com/wp-content/uploads/2013/01/Chinese-startup-HeX-drone.jpg

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Hellbender91 wrote:
Hellbender91 wrote:

... for example someone that cant jump maybe a fly person can pick them up and fly them up to top of something if they want just something simple but would be interesting

"Right. Better clench up, Legolas."

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Twisted Toon wrote:
Twisted Toon wrote:

Hellbender91 wrote:
... for example someone that cant jump maybe a fly person can pick them up and fly them up to top of something if they want just something simple but would be interesting

"Right. Better clench up, Legolas."

THIS ^^^^^^^^^

I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.

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Paratrooper air drop: pick

Paratrooper air drop: pick safest drop location on map. Goes to load screen then you do an air jump to a selected location. All heroes are not "supers".

Current rider: electric types can transform into pure energy, then travel threw currents running the city jumping from available current jump locations. Maybe even ride power lines, railroad tracks.

Going deep! Group travel power: Super strength types have the option to launch you by the waist across the zone in a hail mary fashion to your destination. Probly unlikely but it would be pretty funny to see in game!

Grapple gun assisted travel: grapple/web slingers can attach to any other power set to get pull along to locations. Teleportation would likely not work.

City of titan Air balloon tour guides: this thing hovers all over the city showing historic location abroad. You could ride one to a destination. Grapple guys always have something to latch ontoin the sky. Just something to think about.

Optional temp powers: Gravity disk, flight belt, teleport belt.

SG base launching: from submarine capsules launching in land to space pod ship drops( predator style) just depends on location choice of SG. Even "matrix" style phone both teleportation would be different.

Just my thoughts.

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jai jobi khan wrote:
jai jobi khan wrote:

Paratrooper air drop: pick safest drop location on map. Goes to load screen then you do an air jump to a selected location. All heroes are not "supers".

At least get the rectangular parachute you can steer.

jai jobi khan wrote:

Grapple gun assisted travel: grapple/web slingers can attach to any other power set to get pull along to locations. Teleportation would likely not work.

Face it. You really just want the 3D Motion Gear from Attack on Titan.

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another thing with teleport i

another thing with teleport i would like to see is a mor instant "poof" as it were... (think night crawler) most teleporters in comics and instantly teleport and reapear quickly and even use this in a fight to surprize there enemys and just as quick disapear with one and sudenly there over a building falling... would be nice to be able to do some of those things.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Face it. You really just want the 3D Motion Gear from Attack on Titan.

[url=http://www.youtube.com/watch?v=21cUhqmGi98&t=70]3D Maneuver Gear[/url] in training exercises.

And I'll join those who want something like this from [i]Attack on Titan[/i] for City of Titans.

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What I "want" is to simply

What I "want" is to simply put "suggestions" out there for devs to explore all possibilities of game travel. There is nothing to "face" when what I said is simply that. A suggestion. No "reaching" allowed. Happy new year!

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If we get flight, teleport

If we get flight, teleport (that works...), superspeed and super leap into launch and follow up with the rest I'll be happy.

Phasing would be SO cool if we could pull it off.

I like the ideas thrown in above for zone to zone movement. Like riding a power line (long-distance teleport) to an area and then using more conventional means to travel within the zone.

I remember when Star Wars was cool...a long, long time ago...

jai jobi khan
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Redlynne wrote:
Redlynne wrote:

Lin Chiao Feng wrote:
Face it. You really just want the 3D Motion Gear from Attack on Titan.
3D Maneuver Gear in training exercises.
And I'll join those who want something like this from Attack on Titan for City of Titans.

Thanx for clearing that up for me Red. I never seen that anime before but its exactly what I was talking about. You have my apologies Lin for the uninformed, moody comment.

We're not here because we're free. We're here because we're not free.

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*Arise cobwebby thread!*

*Arise cobwebby thread!*

While I wait for CoT I've been catching up on games I never had time for when CoX was live. (Thank you Steam sales!)

Even though it's from 2009 I've been enjoying the travel abilities in Radical's "Prototype" game. It's kind of a combination of super speed and super jump, with the ability to run up walls and even glide. I especially like the impact upon landing. The first 60 sec of this illustrate it pretty well: https://www.youtube.com/watch?v=NmqCaiqOVEI

Just wanted to suggest MWM take a look at this for ideas if they haven't nailed down all the travel yet.

Spurn all ye kindle.

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Spiffy but definitely too

Spiffy but definitely too much of a good thing. From a non-RP perspective, such a travel power would raise the question, "Why would anyone use anything else?"

Hmm. Perhaps super speed could translate its horizontal movement into vertical movement, to achieve a kind of poor man's super jump? Run a certain minimum distance -> (PM)SJ -> run -> (PM)SJ. This would provide SS with vertical movement without matching or even outclassing SJ.

Additional idea: power set augments for travel powers. SJ with glide? Teleport with hover? SS with jump? Flight with afterburner?

/ Hmmm.

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Darth Fez wrote:
Darth Fez wrote:

Spiffy but definitely too much of a good thing. From a non-RP perspective, such a travel power would raise the question, "Why would anyone use anything else?"

Aye, I didn't mean to have one travel power in CoT do all these things; that would indeed be too much. But the single video might give MWM ideas to tweak multiple travel powers.

I like your idea of set augments to combine travel powers though.

Spurn all ye kindle.

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Beating a dead horse here,

Beating a dead horse here, but this kinda stuff:

https://www.youtube.com/watch?v=jAVQFUx_6y8

Would be cool, in case anybody hasn't heard of Airgear... I don't care about the music, just the tricks lol. Of course I don't think you can do all that stuff from airgear, just the wall riding and clinging unrealistically to light poles >.> Though being able to use kicks to execute attacks while a character has roller blades, epic. :D

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Arise, O thread of the ages!

Arise, O thread of the ages!

An interesting article on what the Techland devs call a [url=http://www.gamasutra.com/view/news/273325/Game_Design_Deep_Dive_Dying_Lights_Natural_Movement_system.php]Natural Movement System[/url]. Definitely worth a read.

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Good article appreciate the

Good article appreciate the post. COH got around this by simply increasing the vertical jump height. Where a normal human being would have to scramble over an obstacle or use parkour COH allowed you a standing jump of 10-12 feet without a travel power. They also changed the collision capsule from the typical diamond or oblong sphere to a flat bottomed cylinder. Which allowed you to move on 2D geometry or gain purchase on a window frame to easily scale large buildings.

It is interesting to see how far they had to go to enable intelligent movements. It makes me wonder if all the effort will be worth it when you compare their situation to COT's. In their game this is the primary means of movement. In COT it will be only 1 of several so the cost/reward ratio is much higher. Maybe now that all the major leg work of figuring out the "how" and where the faults lie, COT will be able to accomplish a similar result for much less work.

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was the character collider

was the character collider like this? :D
[img]https://i.imgur.com/Xce8ucv.png[/img]

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I can not speak for certain

I can not speak for certain just based on my own experiences. But generally I'd say it was shaped as drawn, though the bottom likely wasn't as narrow since that would preclude the ability to stand on a 6inch window ledge. It may even be that the collider changed shape during movement to allow a character to gain instantaneous purchase on small ledges but shifted to a more pointed base when resting to prevent floating characters.

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Thanks Darth -- that was

Thanks Darth -- that was really interesting!

I also liked the bit about mob spawning: "So we created certain environmental spawn 'scenarios' that made logical sense – enemies would come out from houses, from behind doors, out of vans, out of sewer canals."
I never like games that have them appear right on top of you, and our old City managed to avoid that (at least till Freedom). I hope MWM is doing something similar.

Spurn all ye kindle.

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