I tend to post most of my stuff through the in-game mechanic, but what the heck? I want some feedback. And don't hate me if this has already been suggested: I tried a search and all the links 404'd.
So, tired of the same old four travel powers? How about:
Grappling Hooks
But not just any grappling hooks mind. Dual air-powered grappling hook guns. Now obviously this suggestion wouldn't be complete without some attempt of explaining the technicalities of it... so here goes.
This power would work much like Teleport, but with the key difference that a secondary power like hover (in most cases) would not be necessary. So, your hero/villain pulls out two handgun-sized grappling hook launchers and the cursor turns into same lovely glowing circles as all manual-targeting abilities. The cursor is red until you place it over a solid, stationary object, say the floor, or a wall. When you click, your hero/villain fires their hook into that area and is propelled towards it while taking a chunk of endurance. If the location of this shot is a wall, the character remains pinned to that area until the player presses any movement key or attack. This would give people the interesting opportunity to drop from on-high fully prepared, rather than worrying about things like endurance consumption from flying powers. If grappling from wall-to-wall the character would remain 'hooked' while aiming the second grappling gun.
Obviously this power will not work well in large open areas, instead being more of a tactical approach to travelling, both in- and outside. It gives players the same security as flying over dangerous areas, while offering slightly faster 'bust' travel.
If this had its own set, one of the lower-level powers could be a low-damage grappling hook weapon. I have no idea if the programming is possible, but it could pull the enemy towards the user, using the same rules as Teleport Foe. The 'pulling' version could be the 4th power, with an earlier one being simple low-damage. Also, the other of the lesser-powers could be a 'Grapple Drop'. Again, I don't know if this is possible, but using the same manual-aim with a much shorter range, it is red until you select a ledge of any object, where upon your character jumps off, hooking to the ledge as he/she descends and greatly reducing/nullifying any 'drop' damage when they land.
Flaws to this idea:
1.) Animation(While writing this my idea underwent a number of revisions: deleting paragraphs after fixing my own problems)
The character would fire their right-hand gun from the standing point, turning in whatever direction the player clicked the targeting reticle. The hook would fire and after being pulled through the air they would assume the 'hooked' animation against the wall (I imagine this looking like: gun-arms at 60 degrees holding the character up, legs at 60-degrees pushing against the wall, facing the wall)
When the character reaches their travel destination the 'latching-on' animation would have them fire their second gun into the same position as the first, seeming to need it to keep themselves up. This way when the player chooses which direction to go after this point, it works on a principle of two animations: if it's in their back left 60-degrees, remove the left hook and fire it, if it's in the back right, remove and fire that one. If they manage to choose perfect centre, the right could be the generic choice.
2.) Technical Difficulty
Having no knowledge of programming, animation or any game-making skills (besides imagination and an OCD-level of attention to detail), I have no idea if any of these ideas are feasibly possible to create. Whether they are or aren't, this would by far be the most technically difficult travel power of them all. Without wanting to sound like I am belittling the massive achievements this game's designers have slaved over and produced so well, I think the prospect of something so problematic would be a huge turn-off.
Pros and Cons Pros
-A new, interesting Pool Power/Travel Power to liven things up!
-Technically difficult, to impress the players!
-A Travel Power for NATURAL Heroes/Villains. So far there is no way of travelling quickly, short of Sprint, that could be applicable to a hero or villain who has trained hard for their powers, rather than being 'super'. This gives those characters a legitimate way to travel, without having to think up some excuse for being able to fly or run super-fast. Personally I think this is the most important selling point
Cons
-A new Travel Power that isn't technically necessary, as things seem to be fine the way they are.
-Technically difficult, a big hassle for something that isn't that important.
-New models, textures, animations, sound effects and special effects. (A little puff of smoke as the hook is shot out the barrel would be cool )
Well, this took me a few hours to write up... I hope someone at least reads it :P Sorry it was so long! I'd really love to hear some feedback from anyone. Thanks for reading!
I tend to post most of my stuff through the in-game mechanic, but what the heck? I want some feedback. And don't hate me if this has already been suggested: I tried a search and all the links 404'd.

)
So, tired of the same old four travel powers? How about:
Grappling Hooks
But not just any grappling hooks mind. Dual air-powered grappling hook guns. Now obviously this suggestion wouldn't be complete without some attempt of explaining the technicalities of it... so here goes.
This power would work much like Teleport, but with the key difference that a secondary power like hover (in most cases) would not be necessary. So, your hero/villain pulls out two handgun-sized grappling hook launchers and the cursor turns into same lovely glowing circles as all manual-targeting abilities. The cursor is red until you place it over a solid, stationary object, say the floor, or a wall. When you click, your hero/villain fires their hook into that area and is propelled towards it while taking a chunk of endurance. If the location of this shot is a wall, the character remains pinned to that area until the player presses any movement key or attack. This would give people the interesting opportunity to drop from on-high fully prepared, rather than worrying about things like endurance consumption from flying powers. If grappling from wall-to-wall the character would remain 'hooked' while aiming the second grappling gun.
Obviously this power will not work well in large open areas, instead being more of a tactical approach to travelling, both in- and outside. It gives players the same security as flying over dangerous areas, while offering slightly faster 'bust' travel.
If this had its own set, one of the lower-level powers could be a low-damage grappling hook weapon. I have no idea if the programming is possible, but it could pull the enemy towards the user, using the same rules as Teleport Foe. The 'pulling' version could be the 4th power, with an earlier one being simple low-damage. Also, the other of the lesser-powers could be a 'Grapple Drop'. Again, I don't know if this is possible, but using the same manual-aim with a much shorter range, it is red until you select a ledge of any object, where upon your character jumps off, hooking to the ledge as he/she descends and greatly reducing/nullifying any 'drop' damage when they land.
Flaws to this idea:
1.) Animation (While writing this my idea underwent a number of revisions: deleting paragraphs after fixing my own problems)
The character would fire their right-hand gun from the standing point, turning in whatever direction the player clicked the targeting reticle. The hook would fire and after being pulled through the air they would assume the 'hooked' animation against the wall (I imagine this looking like: gun-arms at 60 degrees holding the character up, legs at 60-degrees pushing against the wall, facing the wall)
When the character reaches their travel destination the 'latching-on' animation would have them fire their second gun into the same position as the first, seeming to need it to keep themselves up. This way when the player chooses which direction to go after this point, it works on a principle of two animations: if it's in their back left 60-degrees, remove the left hook and fire it, if it's in the back right, remove and fire that one. If they manage to choose perfect centre, the right could be the generic choice.
2.) Technical Difficulty
Having no knowledge of programming, animation or any game-making skills (besides imagination and an OCD-level of attention to detail), I have no idea if any of these ideas are feasibly possible to create. Whether they are or aren't, this would by far be the most technically difficult travel power of them all. Without wanting to sound like I am belittling the massive achievements this game's designers have slaved over and produced so well, I think the prospect of something so problematic would be a huge turn-off.
Pros and Cons
Pros
-A new, interesting Pool Power/Travel Power to liven things up!
-Technically difficult, to impress the players!
-A Travel Power for NATURAL Heroes/Villains. So far there is no way of travelling quickly, short of Sprint, that could be applicable to a hero or villain who has trained hard for their powers, rather than being 'super'. This gives those characters a legitimate way to travel, without having to think up some excuse for being able to fly or run super-fast. Personally I think this is the most important selling point
Cons
-A new Travel Power that isn't technically necessary, as things seem to be fine the way they are.
-Technically difficult, a big hassle for something that isn't that important.
-New models, textures, animations, sound effects and special effects. (A little puff of smoke as the hook is shot out the barrel would be cool
Well, this took me a few hours to write up... I hope someone at least reads it :P Sorry it was so long! I'd really love to hear some feedback from anyone. Thanks for reading!