Update to travel powers.
Iv'e seen all of CO's travel powers and the only ones that impress me are Tunneling and their TP.
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It puts a factory full of Hoovers to shame. And I'm not talking J. Edgar.
I was bored to tears with that game for the year I tested it, but the travel powers were just hands down better then CoX in every way.
It says much about the rest of the game that the movement powers are more fun then most of the content. But they did get them right. |
I've always wanted swinging in this game, but now I've tried it in that other one, I want it even more.
d
Instead of adding new travel powers, they need to update the teleport power to make it more efficient (less endurance, lower animation time), In fact, I dont belive any of the travel powers should cost endurance and should all be instant since they are just that...travel powers. Since the induction of the temp travel powers they are pretty much just used for theme anyways although superspeed does add a stealth bonus.
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I've always wanted swinging in this game, but now I've tried it in that other one, I want it even more. |
The swinging was my least favorite, goofy fun for kicks, but as a means of getting to places more patience is required then is desirable.
For you maybe. Many others disagree heartily, myself included. I didn't play it, but the videos I've seen just... *ugh*.
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I think you'd have to try them really (especially rocket boots), the videos don't capture how they feel, and still to your other point not everyone likes CO travel powers, that's absolutely true.
Like I said I was given the chance to play it for free for a year, and it was entirely boring like a complete feeling of wasted time, but the travel powers were done well.
But if I were going to pay a sub solely for a Travel Powers Online mmo, it'd require a hell of a lot more ways of getting around.
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Only change I would make to travel powers is to make them inherent, then adjust the vet reward
Who do I have to *&^% around here to get more Targeted AoE recipes added?
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I heard there was some other CO travel power. Acrobatics or something. My friend described it as a cool middle ground between SS and SJ with the character jumping and flipping as he traveled.
Sounds cool.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
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Nevermind. I just saw a vid on youtube of CO's acrobatics and it sucked.
Earth Flight looked cool tho.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
This is sorta hillarious.... Swinging from nothing would be alright if it only happened occasionally, but since it would happen continously while traveling, it's a no no.
But Super-Jumping from Water Surfaces is okay...Gotcha. |
If they ever added a Swinging Power, though; I'd prefer that you couldn't swing higher than the nearest structures (Buildings, Trees) and that you had to be within a certain amount of yards of them to be able to do so. It could be a generous distance, so that you could swing down any street in Steel Canyon without having to make sure you were close to a building... This would probably be a nightmare to code, but if they do, while they're at it, make Super-Jump not work in liquid |
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.
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Rope shooting into nothing is no different than any of the other oddities we endure for game mechanics. The amount of time the player chooses to endure is up to them and should not be a reason not to look at the idea.
Honestly I don't see the reasoning here. Why argue against more choices in the game? The best argument against it that I can think of is that it would require the addition of a new PP, requiring an additional 3 powers to be added to the game and to match the theme of the swinging.
All that aside, I think the best bet we have of seeing different travel powers will be rooted in the alternate animations that we are seeing with I16. Would be cool to pick between Rocket boots or a floating chunk of rock in addition to generic fly.
Honestly the thing I think Paragon Studios needs to take on board from CO is the concept of travel powers from level one. There's really no reason not to do it (Except that it would devalue the City Traveller vet reward, but that reward really should have been "Travel powers from level one" to start with. And it can always be changed retroactively ino something new if they just give everyone travel powers at level one.
Swinging would be great in this game. Not everyone thinks it looks stupid or is a bad idea because CO implemented it first.
It is incredibly fun, and thats what it's all about, right?
Sure there will be the "no-funs" who want to know what the string is attached to, but my suspension of belief is already on 24/7 in this game. A little swinging isn't going to break anyone's brain. And if you don't like it, don't pick it.
Bring the swing!
Honestly I don't see the reasoning here. Why argue against more choices in the game? The best argument against it that I can think of is that it would require the addition of a new PP, requiring an additional 3 powers to be added to the game and to match the theme of the swinging.
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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.
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That I can understand perfectly. What boggles me is the "No, because CO has it" or the "No, because it would look stupid" mentality. Balance of Cost vs Reward for the development is a very valid concern.
That I can understand perfectly. What boggles me is the "No, because CO has it" or the "No, because it would look stupid" mentality. Balance of Cost vs Reward for the development is a very valid concern.
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"No, because it would look stupid," however, seems perfectly reasonable to me. It's entirely subjective, sure, but it's fine as a reason to not want something.
(For the record, I do think that the swinging in CO looks stupid)
http://www.fimfiction.net/story/36641/My-Little-Exalt
"No, because CO has it" is a bad reason to be against something, I agree.
"No, because it would look stupid," however, seems perfectly reasonable to me. It's entirely subjective, sure, but it's fine as a reason to not want something. (For the record, I do think that the swinging in CO looks stupid) |
There are really no good arguments against putting a swinging travel power into the game.
*shrug*
For a 'swinging' mechanic to be even halfway useful in Co*, it'd basically have to be fly with a different animation. Slap it on as another flypose and call it good, if you really must have your Spider-man clones.
"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates
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By and large, I can't see a "swinging" power working inside of a lot of our mission maps, such as the blue caves or Oranbega. Now, granted, travel powers aren't generally very heavily used within missions, but how would you get a good swing in? Even the least practical powers for enclosed areas (SJ and TP) are occasionally workable (long corridors, short bunny hops). Would you be swinging from foot long rope, or just swinging a foot then smacking into the ground?
CoH has a heck of a lot more instanced content than CO. If the intent is to have a travel power that can be used anywhere, swinging may not be feasible on these grounds alone, or at least may be so much work as to be impractical. On top of the looking stupid thing. 'Cause that's fairly important too.
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Sartre once said, "Hell is other people." What does that make an MMO?
*shrug*
For a 'swinging' mechanic to be even halfway useful in Co*, it'd basically have to be fly with a different animation. Slap it on as another flypose and call it good, if you really must have your Spider-man clones. |
Ninja clone..
Yadda yadda
In all seriousness though, I think swinging would look kinda silly most of the time. Not any reason not to put it in game though. I just wouldn't use it. And sneer and look down on those who do. Maybe.
'Swinging', to be even remotely useful in any of the non-built-up-city zones, would have to be flying with a different animation.
"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates
MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"
I heard there was some other CO travel power. Acrobatics or something. My friend described it as a cool middle ground between SS and SJ with the character jumping and flipping as he traveled.
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If I were putting these powers in this game, I'd give this as one of the tier 1 powers (level 6, right?) in the same category as swinging. Don't know how I'd round it out, though. But both make good "natural" travel powers, much more so than SJ or SS.
Honestly the thing I think Paragon Studios needs to take on board from CO is the concept of travel powers from level one.
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By and large, I can't see a "swinging" power working inside of a lot of our mission maps, such as the blue caves or Oranbega. Now, granted, travel powers aren't generally very heavily used within missions, but how would you get a good swing in? Even the least practical powers for enclosed areas (SJ and TP) are occasionally workable (long corridors, short bunny hops). Would you be swinging from foot long rope, or just swinging a foot then smacking into the ground?
CoH has a heck of a lot more instanced content than CO. If the intent is to have a travel power that can be used anywhere, swinging may not be feasible on these grounds alone, or at least may be so much work as to be impractical. On top of the looking stupid thing. 'Cause that's fairly important too. |
As for utility in cramped spaces, Swinging in Champions carries a component of and works much like Super Jump, so that your first leap in the air is a good-sized Super Jump (higher than Acrobatics, but not as high as Super Jump). But if you hit the jump key while in the air again, you cast a line and the swinging mechanism starts. I found that, thanks to that SJ component, Swinging was just as useful as other travel powers, even in cramped areas.
Of course, nothing says that it would work the same if ever introduced into this game.
d
There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"
Instead of adding new travel powers, they need to update the teleport power to make it more efficient (less endurance, lower animation time), In fact, I dont belive any of the travel powers should cost endurance and should all be instant since they are just that...travel powers. Since the induction of the temp travel powers they are pretty much just used for theme anyways although superspeed does add a stealth bonus.
A day without sunshine is like...you know...night time.