Redesign Travel Powers 2
On the one hand, this could make for some new and interesting, tricky missions, and would require teams to have some semblance of a brain at times.
On the other hand, expect powergamers and speedrunners to start raving ranting threads on how this is fake difficulty and harming their ability to have fun with the game (even though nobody would be forcing them to actually play these missions, but you know how well that argument works for all other optional content that people STILL moan about).
Personally, I think the travel powers have always been a little -too- good in CoX, so I like this idea.
Of course, having alternatives would be fun too. For example, someone had a fun idea once, to have some maps/missions where the team could take a safer/faster path if someone with Super Speed can run through a hallway with closing blast doors just before they shut, and pull a lever on the other end to open the doors for the rest of the team. Other such travel power specific optional side objectives would be fun too.
I think doing things like disabling travel powers for certain missions is a good idea (with story reasons, and so long as it wasn't overused), indeed it is a feature I would like to see in the MA.
I really should do something about this signature.
Disabling fly is really going to mess up my Warshade ...
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hmmm yes and no while i like the idea there are those character's that there travel power is very much part of them but as long as it wasn't used to much i could see it working another option would be to have debuffs that apply to travel powers on specific missions or even areas within missions
Interesting idea, but it does absolutely screw over certain ATs;
Kheldians
Stone armour characters
MMs, if it extends to pet jump.
Tbh, although it would be nice to see some more diversity, brain and intelligent and fun challenges put in, this would have far too many problems that would need dealing with to work.
/Signed for idea, not for suggested implementation
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Travel Powers and superheroes belong to each other.
So while it might make an interesting challenge I say no because of the general principle.
And the last place I want those in is those awful Orangbega maps. Those are awful enough now. It would make people avoid CoT even more.
I like the idea, although I agree I can see a lot of people will hate it. Interestingly though, as well as travel powers and superheroes belonging together, so does a story revolving around said heroes losing some or all of their powers.
Ultimately though, /signed.
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I like the principal but don't think it would work in practice. Are you going to stop Kheldians entering those missions for example and if not then you aren't just disabling one power for them but rather a possible 4 useful offensive powers.
And what about things like hover, invisibility and recall friend. I have a feeling that people who really want to will find too many ways around it to actually make this a good gaming feature.
There's a lot to think about but if it were used for only a few missions then I think I would like it.
/Signed
If you want to do this, go do some Oroboros missions with 'No Travel Powers' on.
You'll quickly learn to hate those bloody Orangbega portal maps all over again.
There's no reason it would have to be done on the Orangbega maps. It could work on several of the other maps in the game.
You could also just disable individual travel powers, as the story required, or limit it to certain parts of a map.
It should certainly be possible to have a destroyable object generate a teleport suppression field, or a -fly field.
I really should do something about this signature.
Well, actually "Depowering" is one of the (saves vs use of teeveetropism, success.) mainstays of superhero/villain plots. (was there any iconic super who wasn't depowered at some time?) Even CoX comics themselves had classical "FP members dealing with being depowered" issue.
So, some sort of depowering mechanics (besides auto-exemp) should be here... Although making it playable isn't anywhere near this side of "easy"...
QR
In respect of Kheldian Nova forms, I'd imagine it'd work as -fly powers currently do on them; in other words, bring them to the ground and disallow any vertical movement, without disabling the form itself
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[ QUOTE ]
QR
In respect of Kheldian Nova forms, I'd imagine it'd work as -fly powers currently do on them; in other words, bring them to the ground and disallow any vertical movement, without disabling the form itself
[/ QUOTE ]Nova form can still jump when affected by -fly. It looks quite funny.
I think if you had it once or twice within every 5 levels, for example, it wouldn't get too repetitive. I also think it would be a nice feature and fun to add in to Rikti encounters or some Nemesis missions.
Turn them off.
What I advocate is for *some* maps to disable travel powers. I see only one problem:
1) Teams like to blitz through maps (for some reason - savour the moment, kids!) and get frustrated when they are difficult to navigate.
Take for example the CoT Orangbega maps with the "teleport up and down" portals. You never see entire teams using these optional portals, rather they use "flight" and "super-jump" powers to avoid them.
I'm of the opinion that disabling *only* travel powers in certain map types (perhaps a new map type where some kind of "selective kryptonite" thing is in effect) would result in more strategical use of the maps, imagine if you had to walk across those rope bridges instead of flying by. It'd be a more cautious approach when you consider how far down it is. It would be a nice change of pace and give an alternate playstyle to the blitzing - variety.
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