Travel power at character creation


Ad Astra

 

Posted

A lot of people would like to gbe able to take one or two more powers. I've seen a lot of suggestions to help this. Here is another one: Travel is a commodity in this game that really makes it fun. For most ATs, however, its not available until level 14. Here is an idea that fixes both:

Allow all players to pick a travel power at character startup! This would not be considered a regular power choice, but a separate slot. This would give players two more power choices, and give them a travel power from the get-go. This would be particularly welcome for character concepts that include two travel powers.

As a balance, whatever travel power you pick would be the only one you got from that pool. For example, If you take Super Jump for your starting travel power, the rest of the pool is not be available to you. This would mena that players would have to choose carefully whether they want to pass on Combat Jumping or Air Superiority.

At levels 14, 28 & 42 enhancement slots would be added to this travel power, keeping this travel power separate from other power choices.

Thoughts, opinions? I am sure something like this has been suggested in the past, but its worth bringing to the forefront!


 

Posted

I don't really agree with it because I don't really think it's necessary. It's not as if level 14 is really all that difficult to get to or that players even need a transport power. Changing the system like this would needlessly complicate it whenever the system already works fine.

It's not broke, so it shouldn't be fixed. And what you're suggesting isn't even a tune up.


 

Posted

The fact that travel powers "wastes" one or more of our power/enhancement slots was actually a design decision that balances out our character building process. Our characters’ power progressions are laid out under the assumption that more than likely you are going to pick at least one travel power. But the current system is flexible enough that we can actually have NO travel powers or MANY travel powers if we want as long as we are prepared to deal with the consequences of either of those choices.

I'm not saying a new game where characters have "default" travel powers would be impossible to create (especially considering Khelds actually get that as part of what makes those ATs worth having as a reward). But at this point 5+ years into it a sweeping change that would give ALL characters a starting travel power is simply far too unlikely to be seriously considered by anyone.

Besides your idea about limiting the power pool you choose from would also be too restrictive. For instance I often make use of characters with both Hover and Fly very effectively. I couldn't really use your idea to do that very well.

The fact that you have to earn the 60th month Vet award just to get travel powers at level 6 should tell you something. The Devs might eventually allow travel powers at level 1 as a Vet award, but it'd probably end up being like the 90+ month award if it's a day. *shrug*


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

The *biggest* issue I have with this is the whole "The rest of that pool is not available." Just imagine the reaction to suddenly not being able to pick up Hasten, or Air Superiority, or Combat Jumping (immob protection and a place to stick a KB IO - sometimes the only place.)

Previous dev actions show that, if they do anything similar, they do want you to work for it. (IE, the 60 month reward, or Kheldians.) So from *that* point, I don't see it happening.

However, if they *did* do something similar, I'd see a rework with it being similar *to* Khelds - where other parts of the pool come in as an inherent or option later. (PBs get Combat Flight automatically - IE Hover - after a few levels, and can *pick* Group Fly.) Then again - they get barred from both the real pool (no Air Superiority for PBs) and the pool the "other" Epic gets (no Teleport pool of any sort for a PB.)


 

Posted

<QR>

Everyone gets a travel power at level 1 - it's called "Sprint". It's a good way to learn aggro range and see the city.

Plus what the others (especially Lothic & M_B) said.

/unsigned


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

QR

I don't think this is a bad idea. Statesman's idiotic reason for making you wait until 14 in the first place never made sense. However, it would basically eliminate many of the advantages of characters like Kheldian and Kinetics (which get an in set travel power). It would also lessen the value of rewards like the Mayhem/Safeguard temps.

Thus, while I don't disagree, I think OP you need to flesh out your idea a bit to consider the issues this would create. With DCUO at least giving travel at level 1 (I don't know if CO does too), I think this idea has some chance, but these issues are a major sticking point IMO.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

CO lets you have your travel at 5. And they're all really -weird-. Teleporting basically phase-shifts you and then gives you super-speed for it's duration... Really weird.

How about setting up the initial powers of the travel pool as a first level option? You can choose -not- to have a power from your secondary at level 1 to instead have a travel power?

Sure, Tankers and Defenders would be a -lot- harder to solo without a starting attack outside of brawl... But I think it'd be neat?

-Rachel-


 

Posted

[ QUOTE ]
<QR>

Everyone gets a travel power at level 1 - it's called "Sprint". It's a good way to learn aggro range and see the city.

Plus what the others (especially Lothic & M_B) said.

/unsigned

[/ QUOTE ]

This.

Level 14 is not hard to get to at all, you can go over to your local AE building and hop on a team and get there in 30 mins from level 1. Or hop on a sewers team have tons of fun down there and stay for the whole tour.

Aside from that *having* to take a travel to get around efficiently helps to balance, if you don't take a travel well you may find it tough to get around, but you get a couple more powers. If you do take a travel you'll find travel much easier, but you have to spare at least 2 powers.

Also in every issue since i9 they have been making travel easier and easier, I can't stress it enough.

<ul type="square"> [*][u]Issue 9:[u] Wentworths Teleporter[*][u]Issue 10:[u] With the revamp of Rikti Crash Site we had 3 enterances put in, in Atlas Park, Founder's Falls and Peregrine Island. You can now travel between these zones in 2 loading screens. [*][u]Issue 11:[u] With the introduction of Ouroboros you can now place an O-Portal and travel to a number of places in 2 loading screens. You can also reach any of the green line zones by going from Ouroboros --&gt; Talos Island --&gt; Green line.

You can also start an Ouroboros arc, then teleport to the contact then quit the arc as a means of travel.[*][u]Issue 12:[u] With the introduction of the Midnighter's Club you can use it as a travel hub between the universities.[*][u]Issue 13:[u] With the introduction of day jobs it is now easier than ever to get a Raptor pack, no effort required, just make sure to log out in the day job that awards it.[*][u]Issue 14:[u] What a dream? With the introduction of Architect Entertainment in issue 14, you don't even have to step foot out of the AE building you can level 1-50 without leaving Atlas.[/list]
There are so many ways to travel you don't even need a travel power to get around any more.

[ QUOTE ]
CO lets you have your travel at 5. And they're all really -weird-. Teleporting basically phase-shifts you and then gives you super-speed for it's duration... Really weird.

How about setting up the initial powers of the travel pool as a first level option? You can choose -not- to have a power from your secondary at level 1 to instead have a travel power?

Sure, Tankers and Defenders would be a -lot- harder to solo without a starting attack outside of brawl... But I think it'd be neat?

-Rachel-

[/ QUOTE ]

I don't care about what that -other superhero game- has. I think that -other magical game- has bird you can fly on or something, does that mean we should get some birds and stuff? How about we all the game City of Other Game? Plus that -other game- is crap.


 

Posted

Considering they *JUST* opened up the option of choosing a travel power at level 6 without having to choose a pre-requisite (60mo vet badge), this will *NOT* happen for a VERY long time, if at ALL.


Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

[ QUOTE ]
[ QUOTE ]
CO lets you have your travel at 5. And they're all really -weird-. Teleporting basically phase-shifts you and then gives you super-speed for it's duration... Really weird.

How about setting up the initial powers of the travel pool as a first level option? You can choose -not- to have a power from your secondary at level 1 to instead have a travel power?

Sure, Tankers and Defenders would be a -lot- harder to solo without a starting attack outside of brawl... But I think it'd be neat?

-Rachel-

[/ QUOTE ]I don't care about what that -other- game has. I think that -other magical game- has bird you can fly on or something, does that mean we should get some birds and stuff? How about we all the game City of Other Game? Plus that -other game- is crap.

[/ QUOTE ]Just wanna point out that Rachel was talking about Champions Online, which lets you choose almost-uncontrollable travel powers at level 5 (which warns you that you can not choose another, so you're stuck with it??), and not World of Warcraft, which lets you choose sprint-speed travel powers at level 30 (that you usually have to spend gold on, both training and the mount itself), with possible (again, purchased) upgrades at higher levels.


Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
CO lets you have your travel at 5. And they're all really -weird-. Teleporting basically phase-shifts you and then gives you super-speed for it's duration... Really weird.

How about setting up the initial powers of the travel pool as a first level option? You can choose -not- to have a power from your secondary at level 1 to instead have a travel power?

Sure, Tankers and Defenders would be a -lot- harder to solo without a starting attack outside of brawl... But I think it'd be neat?

-Rachel-

[/ QUOTE ]I don't care about what that -other- game has. I think that -other magical game- has bird you can fly on or something, does that mean we should get some birds and stuff? How about we all the game City of Other Game? Plus that -other game- is crap.

[/ QUOTE ]Just wanna point out that Rachel was talking about Champions Online, which lets you choose almost-uncontrollable travel powers at level 5, and not World of Warcraft, which lets you choose sprint-speed travel powers at level 30 (that you usually have to spend gold on, both training and the mount itself), with possible upgrades at higher levels.

[/ QUOTE ]

I know. I'm in the *cough* beta *cough* it is crap. I don't think other games should come up on the CoH boards though...

But I was meaning I don't care what CO has. And just because WoW has birds and stuff you can fly on does that mean we should copy them?


 

Posted

I'm not attempting to use CO as a basis for the argument. I was correcting EvilGeko's statement that players get travel powers at level 1 in CO.

As for the rest of my post it was as an offering for an alternative to the OP, which just gives people free powers. At least with my alternative you have to give something up for the travel power, which is why the travels are in pools to begin with.

-Rachel-


 

Posted

[ QUOTE ]

How about setting up the initial powers of the travel pool as a first level option? You can choose -not- to have a power from your secondary at level 1 to instead have a travel power?

Sure, Tankers and Defenders would be a -lot- harder to solo without a starting attack outside of brawl... But I think it'd be neat?

-Rachel-

[/ QUOTE ]

Stalkers. &gt;.&gt;

And I'd *hate* to get stuck with the "pure whatever" defender that can't even attack to defend *itself* on a team, TBH. Or the tank, really... Bringing that up... ow. That'd just be badly broken.


 

Posted

Should just give you a temp power based on your origin. The tech people get a short duration raptor pack, etc. Science / Natural get an energy drink or something that makes them run faster for awhile. Magic get a short range teleport power. Mutation, I'm not quite sure there lol.

But in all honesty the zones in coh are not that big minus IP and Nerva and travel is not a problem at all. I usually retort with a "stop being lazy comment" but I figured I'd atleast support your thread instead of troll it like some of the other people are doing.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

[ QUOTE ]
Should just give you a temp power based on your origin. The tech people get a short duration raptor pack, etc. Science / Natural get an energy drink or something that makes them run faster for awhile. Magic get a short range teleport power. Mutation, I'm not quite sure there lol.


[/ QUOTE ]

That's not a bad idea, I think Magic should get a magical fly, which is granted by a potion.

Mutants they could get a Super Jump type power and their genetically altered bodies allow them to jump great heights naturally.

Natural would be the energy drink, yeah.

Science I think some sort of a chemical drink would fit better.

But still travel is way easy.


 

Posted

[ QUOTE ]
&lt;QR&gt;

Everyone gets a travel power at level 1 - it's called "Sprint". It's a good way to learn aggro range and see the city.

Plus what the others (especially Lothic &amp; M_B) said.

/unsigned

[/ QUOTE ]

This.

/unsigned


 

Posted

[ QUOTE ]
I was correcting EvilGeko's statement that players get travel powers at level 1 in CO.


[/ QUOTE ]

As a point of clarification, I didn't say CO. I said DCUO.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

The travel powers are situated at level 6 and level 14 so that you can appreciate getting them.
The goal isn't instant gratification. It is working to become more powerful and feeling the triumph of being able to do something that you couldn't do before.

If you can travel around the city with travel powers from the get go, you do not appreciate them nearly as much as you do after you have run around the city on foot.
Agreed?

That's the point.
The same goes for leveling. You run into groups that you can't beat. You have to avoid them or they will send you to the hospital. After several levels, suddenly they better be the ones looking out for you.

If you want to fly before level 14, it isn't that hard to get a raptor pack by level 7 or 8 by doing safeguard/mayhem missions.
If you want to superjump before level 14, it isn't hard to get a jump jet pack by level 10 by doing safeguard/mayhem missions.

You can even buy the Good vs Evil booster and get a jet pack at level 1.
You can buy the Mac Edition/Valkyrie booster and get a mission teleporter! (I don't know how early this kicks in, but I figure by level 4 or 5 at least).

There is really no reason to diminish the game by allowing people to have travel powers at level 1. Because that is what it is doing, its diminishing the game.
It is diminishing the game in the same way as allowing someone to make a 50 from the get-go.

Earn the reward and the reward is worth something. Give the reward away and it isn't worth a thing.

The game is about the quest to become a great hero .... not start off as one.


 

Posted

[ QUOTE ]
Should just give you a temp power based on your origin. The tech people get a short duration raptor pack, etc. Science / Natural get an energy drink or something that makes them run faster for awhile. Magic get a short range teleport power. Mutation, I'm not quite sure there lol.

[/ QUOTE ]

Can I just say "My usual origin-based power objection" and leave it at that?

(Though, honestly, as easy as it is to get packs and such, I don't see even this being needed. I'd like to see more variation in the available temp powers/packs/etc. of course.)


 

Posted

Yes I know that the original reason that a travel power was not available until 14 was to make you appreciate them more. However, the vast majority of the CoH player base has been around a long time and that reason is no longer valid for 80+% of the players.

While requiring players to 'waste' a power to get to their travel ability may originally been a balance issue, the game has changed immensely since this decision. When that decision was made Fire tanks, Invul tanks and Stone tanks were able to cap their resistances to S/L damage, a Fire blaster's Inferno would kill Lts if Aim &amp; BU were used, and 1 accuracy enhancement for an attack was more than enough for almost any fight. */Devices Blasters ruled the game. My point is that the game has matured and evolved immensely since the travel power acquisition method was determined.

GDN; ED; powerset diversification;, IO sets; Radio/Newspaper missions; PvP; 'purple' sets; the game has matured a lot. Many declared that any of these were going to ruin the game and make it unbearable to play. A change like I suggested just gives more choices to players. Also, my balance idea did not mean that you could not take Hover + Fly; it meant that if you took Fly for your starting travel power you would not be able to choose other powers from the Flight pool. If you picked one of the other travel powers you could still acquire the Flight pool as we always have. It's just that this idea gives a little more freedom of power acquisition. Some players would just take a travel power and invest the now freed up power choices for other powers. Some could take the Flight pool, but pick Super Speed as a starting power for thematic reasons.

Someone stated that you can get a travel power at 6 now. You can if you have had your subscription since the first few days of release and never cancelled it. Thats probably a pretty small sampling of the player base, and is not a good argument against this idea.

The GvE Jet Pack is not a travel power. It is a very limited use vaulting system.

[ QUOTE ]
There is really no reason to diminish the game by allowing people to have travel powers at level 1. Because that is what it is doing, its diminishing the game.

[/ QUOTE ]
Its not diminishing the game, its evolving it. Get the power at level 7 or 10. I just think that starting with a travel power would be a fun thing that most players would like very much.

[ QUOTE ]
It is diminishing the game in the same way as allowing someone to make a 50 from the get-go.

[/ QUOTE ]

Not the same thing. You can get a Raptor pack 1 hour into the game. No one thinks this cheapened the game. Comparing something that you get an hour or so into the game with bypassing the entire career of a character are two entirely different things.

[ QUOTE ]
Earn the reward and the reward is worth something. Give the reward away and it isn't worth a thing.

[/ QUOTE ]
Systems evolve. Things change. What was once a reward is now drudgery. I don't think anyone would think a travel power was less worthwhile just because they got it at level 1 or level 7 or level 10. If your concern is that there are no powers spent to get this, you may have to rethink this after CO and DCUO release, since both games give travel powers very early in the career of a player and they are not counted as regular powers.

[ QUOTE ]
The game is about the quest to become a great hero .... not start off as one.

[/ QUOTE ]

This idea does not change that goal. Not one bit. It just gives a little variety to builds and lets players experience one of the best parts of this game, travel, at an earlier level.


 

Posted

[ QUOTE ]
I don't think this is a bad idea. Statesman's idiotic reason for making you wait until 14 in the first place never made sense. However, it would basically eliminate many of the advantages of characters like Kheldian and Kinetics (which get an in set travel power). It would also lessen the value of rewards like the Mayhem/Safeguard temps.

[/ QUOTE ]

From a carrot-on-a-stick standpoint, I can see his reasoning. Unfortunately, I never agreed with the guy on most of the stupid limitations he felt obligated to impose, and this is one of them. ESPECIALLY in this medium of super heroes, for whom a super way to travel is often the FIRST manifestation of their power, it just makes sense to start out with one. I'm not averse to BETTER versions of it becoming open later, but it just seems silly that every hero starts out jogging all over the place when some heroes' whole shtick used to be that they could fly.

Legacy mechanics make this next to impossible, but I still support it regardless.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.