Provide travel powers earlier
At level 5, go to either Kings Row (heroes) or Port Oakes (villains). You will get a contact popup (hero-detective, villains-petty criminal) who will give a method of getting randomized general non-story arc missions.
Do 3 of those missions, then you will be given a mission by the detective or petty criminal (Heroes - Safeguard, Villains - Mayhem) which instances in Atlas Park.
Successfully completing that mission gives you a jet pack with 2 hours of fuel. Many players can make theirs last until well after the regular travel powers are granted.
Doing another Safeguard or Mayhem between the levels of 10 - 15 (instanced in Kings Row) gives you a jump pack with 2 hours of fuel.
So there is a free in-game way to get travel (flight and super jump) at the lower levels you are requesting.
There are also purchasable jetpacks in a couple of zones (higher level ones, so be very careful getting there) as well as ones that can be purchased for real cash on the game's website.
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Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
I actually started supers MMOs with Champions Online. Unfortunately, I hate the direction it is currently heading in, so I am switching to COH. However, the one thing I really think CO does better than COH is give everyone a travel power at level 5. I'm sure some won't like it, but I think it will definitely help keep new players around longer.
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Kheldians (who also get travel powers early) require you to get a power to 50 in order to play them
Sprint + swift is a decent travel power for low levels. Also there's ninja run (assuming you're willing to pay the $9.99 for the martial arts pack).
Then there are the safeguard missions, you can get a temp-fly power at level 5-10 that will last well into the 30s if you use it sparingly (2 hours of use). There is also a temp-leap power at 10-15 that lasts a likewise amount of time. (this costs no money)
Anyway, lots of ways to get travel time increases at low levels.
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Travel at level 1:
Peacebringers (unlocked with a lv50 Hero) get Fly at level 1.
Warshades (unlocked with a lv50 Hero) get Teleport at level 1.
Heroes may purchase the Raptor Pack temporary power for 10,000 influence in the Shadow Shard (Accessible from Peregrine Island).
Villains may purchase the Raptor Pack temporary power for 10,000 infamy in Grandville (Accessible from the Rogue Isles Ferry in most CoV zones).
Purchase of a 30-day Mini-Booster will give all characters a flight jetpack for 30days (real time)
Travel at 4:
Super Booster IV: Martial Arts gives Ninja Run (slightly weaker than Super Speed + Super Jump) to all level 4+ characters on your account.
Travel at 5:
Heroes can run 3 Police Band missions in King's Row, and then the Atlas Park Safeguard mission. Completion of the Atlas Park Safeguard mission (if you've trained to lv5) grants the Raptor Pack temporary power, which grants 2 hours of flight.
Villains can run 3 Newspaper missions in Port Oakes, and then the Atlas Park Mayhem mission. Completion of the Atlas Park Mayhem mission (if you've trained to lv5) grants the Raptor Pack temporary power, which grants 2 hours of flight.
Travel at 6:
60 month veterans get the City Traveler badge, which allows any of their character to select Fly, Teleport, Super Jump, and Super Speed at level 6 without any prerequisites.
Travel at 10:
Heroes can run 3 Police Band missions in King's Row, Steel Canyon, or Skyway City, and then the King's Row Safeguard mission. Completion of the King's Row Safeguard mission (if you've trained to lv10) grants the Zero-G Pack temporary power, which grants 2 hours of jump.
Villains can run 3 Newspaper missions in Port Oakes or Cap Au Diable, and then the King's Row Mayhem mission. Completion of the King's Row Mayhem mission (if you've trained to lv10) grants the Zero-G Pack temporary power, which grants 2 hours of jump.
Edit - There are also a few other ways of getting around which aren't exactly travel powers:
Pocket D VIP Pass (purchase the Good vs. Evil edition of the game, or the Good vs. Evil edition goodies pack) will teleport you to Pocket D, which as access points in Kings Row, Faultline, Talos Island, and Founders' Falls (Heroes), and Port Oakes, Sharkhead Isle, St. Martial (Villains)
Mission Teleport (purchase the Mac Special Edition of the game) will teleport you to your currently active mission (or the first mission in your mission list if none is active)
Super Group bases can have teleporters to almost every zone in the game. The Devoted Badge (24 month veteran) grants a Base Teleport power.
Consignement House Teleporter and Black Market Teleporter are available at Wentworth's and the Black Market (respectively) for 10,000 inf, and will teleport you to any Wentworth's/Black Market.
Logging out near a Wentworth's or a Black Market will give you a market teleporter similar to the one which can be purchased.
Logging out in the Shadow Shard or Grandville will give you a flight temporary power, with a duration dependant on the amount of time you were logged out.
Logging out near a base portal after obtaining the Monitor Duty badge (log out near a base portal for 21 days) will grant you a base teleporter temporary power.
Logging out in the Shadow Shard or a train station after earning the Communter badge (log out near a train station for 21 days) and the Dimensional Explorer badge (log out in the Shadow Shard for 21 days) will earn you a flight temporary power.
Logging out in Grandville or near an Arachnos Helicopter after earning the Arachnos Official badge (log out in Grandville for 21 days) and the Pilot badge (log out near an Arachnos helicopter for 21 days) will earn you a flight temporary power.
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Welcome to the only real superhero game, Dbuter
I've suggested before that travel powers become available at about level 5 or 6, because that's when you first leave the starting zone, so it makes sense to get a travel power when you start to explore the wider city.
The first power from the travel pools we current can get at 6 would be moved to the avatar creation section - so you'd pick you primary power set, your secondary power set, and your method of travel.
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Just to add to the above list with some of other methods that are either not true travel powers or come later..
Kinetics: They can pick up Siphon Speed at level 6/10, depending on if it's a primary or secondary, which they can just use on a random mob and then get super-speed like movement for a couple of minutes. At 12/20, they can boost their teammates to super-speed movement with Speed Boost. At 18/28, they can give the whole team, including themselves, super jump for a minute with Intertial Reduction.
Warshades: Can fly via Dark Nova at level 6 and super jump at 24 with Nebulous Form. Finally, at level 10, they get Recall Friend for free.
Peacebringer: At 20 with White Dwarf they can Teleport. At 16 they can fly other teammates with Group Energy Flight.
Flight Pool: At level 20 they can fly teammates with Group Flight.
Teleportation: At 6 they can port teammates across most zones with Recall Friend. At 20 they can teleport any teammates around them with Team Teleport.
*Note: many people do not like the group flights or Team Teleport.
Fitness/Leaping: Combat Jumping + Hurdle is a ghetto travel power some people use, available at level 8.
Sprint/Fitness/Super Reflexes: Sprint + Quickness + Swift is another ghetto travel power, available at 20 for Scrappers, 28 for Stalkers, and 35 for Brutes.
Safeguard/Mayhem: At level 20, you can do radio/paper missions to get to a Safeguard/Mayhem at Steel Canyon, which rewards Summon Teammates for 24 hours in-game time. It's Recall Friend, except for the whole team.
42 month vet: Gets the vet version of Summon Teammates, called Assemble the Team. I believe they get it at level 1?
Other missions: Some contact missions grant temporary travel powers. A level 15-19 CoV contact, Marshal Brass, offers a mission that rewards you with a 90-minute flight pack. Dr. Shelly Percey, another CoV contact albeit at 10-14, has a mission where you get three Warshade powers for two in-game hours, one of which is a teleport. There's a few more I'm sure as well.
Honestly, I'd rather not jump through a bunch of hoops in order to have a super hero that can fly. And I had no idea the majority of this stuff existed, which I'm sure 99% of new players will also not know this.
Honestly, I'd rather not jump through a bunch of hoops in order to have a super hero that can fly. And I had no idea the majority of this stuff existed, which I'm sure 99% of new players will also not know this.
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1) Get to level 5
2) Join/Form a team (optional, but some ATs will have an easier time soloing a Safeguard than others)
3) Go to Kings Row and talk to the Detective that is marked on the map for you the moment you arrive
4) Use the police scanner at the top of your contacts tab to get a mission
5) Do three police scanner missions (they're short)
6) The police scanner will then send you back to that same detective, who will give you a Protect Atlas Park Bank mission
7) Do that mission
And voila, one temporary flight power that should easily last you until you reach level 14 for the real thing.
I'd further argue that players can get this information on their own relatively easily either by posting to the forums as you did or asking in-game. By and large the community is a helpful one, especially towards new players with genuine problems or concerns (as opposed to the "this sux" new player or the "PL meh nao" new player, who get less sympathy).
The rest of the options on that list are things most players will discover along the way that just make travel increasingly more convenient. And, of course, there's the standard travel powers as well, which more and more players are postponing or skipping altogether as they make use of the other options. Since it's becoming more common for players to put off travel later, I'd say that there's not a pressing need to push travels earlier.
That's my 0.02 anyway, YMMV.
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Honestly, I'd rather not jump through a bunch of hoops in order to have a super hero that can fly. And I had no idea the majority of this stuff existed, which I'm sure 99% of new players will also not know this.
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Otherwise, of course, you can pay money to Cryptic for needed content and get your travel power in the early levels!
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.
Maybe I overlooked it when I read thru the posts but I didn't see any mention of Ninja Run from the Natural Booster Pack for $9.99.
Also players can buy the Mini Booster for $5 bucks and get the 30 day temp jetpack on all of the characters on their account. |
Travel at level 1:
... Purchase of a 30-day Mini-Booster will give all characters a flight jetpack for 30days (real time) Travel at 4: Super Booster IV: Martial Arts gives Ninja Run (slightly weaker than Super Speed + Super Jump) to all level 4+ characters on your account. ... |
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The only reason that other game gives you a travel power at level 5 (or does anything better) is because they learned from all the mistakes from making THIS game. That said, the leveling environment of this game would make getting a travel power sooner counter-productive. It is assumed you'll hit a few mobs on the way to your mission; also, the travel speed modifiers would have to be completely re-written, or else you'd be flying slower than you could run. Also, you'd have one less attack power, which would slow down your leveling ability. Getting to your mission a minute faster isn't worth taking an extra ten minutes inside the mission because you're only spamming one attack.
For a Vet, this wouldn't be so bad: we get extra temporary powers to fill up our attack chain, but for a new player, you're gonna get your butt kicked. Enemies at level 1 may have only taken 2 hits to defeat, but their hp scales up starting at level 4; the game assumes you'll have more attacks or more armor or more buffs or more debuffs and that you're slotting these things.
I know level 14 seems like a long way off, and it is, at first. However, once you've made your 3rd or 4th alt and just don't FEEL like doing regular content solo anymore, you can get on a large Sewer team and be level 10 in like an hour. Level 14 won't be far behind.
-STEELE =)
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Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
Also there is no penalty for being defeated in this game until you are level 10. So doing the 3 Paper/Radio missions for the Atlas Park Safeguard/Mayhem mission is mostly risk free.
Also, you'd have one less attack power, which would slow down your leveling ability. Getting to your mission a minute faster isn't worth taking an extra ten minutes inside the mission because you're only spamming one attack.
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At level 6, we open up power pools. Many people use it to open up their travel power pools - and while two do have an attack option (Jump Kick and Air Superiority,) they also have other powers available to take which seem to be reasonably popular (hover/CJ.) So, they actually *wouldn't* be losing an attack at that point.
Unless you're assuming the OP (with mentioning level 5) would want it at level 4.
Honestly, I'd rather not jump through a bunch of hoops in order to have a super hero that can fly. And I had no idea the majority of this stuff existed, which I'm sure 99% of new players will also not know this.
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And I don't know about new players, but I do know that the Kings Row detective lights up as soon as you set foot in Kings Row. That might merit some further explanation at some point, and NOT directing people to Wincott at level 5 would really help, however.
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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- and while two do have an attack option (Jump Kick and Air Superiority,)
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And dbuter... If you can't wait till level 14 for a travel power, then for the love of god, never touch World of Warcraft.
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Jump Kick is considerably better than it used to be. It's actually a viable attack option now, since the second flip is interruptible (meaning you can skip all that extra animating time that used to make this a terrible attack).
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It's no more jumping through hoops than you do in Champions Online, what with their huge extended tutorial and all.
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In this game, you can hit 14 in a few hours of play, probably less if you're on a fast team (PLing, I usually get there in 15 or so minutes but that's a different story ).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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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Welcome to the City, Dbuter.
I know it seems like a lot to look over the list, but getting to your travel powers at 14 is really trivial and only takes a couple of hours with a good team.
Like was said, the Raptor Pack and Jump Pack will last you for ages. I still have several 50s without travel powers who have anywhere between 1 and one and a half hours of flight time left on their Raptor Packs.
With a little practice, even without a travel power, you can get to any part of the city in less than 5 minutes using base teleporters, Wentworth teleporters, Ouro portals and the tram system.
Travel powers are great fun, but in this game, getting to 14 and getting them is part of the journey, a milestone in your character's career, not something just handed to any hero who hits level 5 by beating on a few Hellions in Atlas Park or Galaxy City for 20 minutes.
If you're on Freedom, look me up, I'm always willing to help new players. My global is in my sig.
I think all travel powers should be unlocked at level 6. This whole "it's not that hard" thing just serves as a detriment to new players. Earlier travel powers means earlier access to the "Woo, I can fly!" aspect (getting to fly again is why I gave CoX a second chance), which is one of the biggest draws and best aspects of this game.
I actually started supers MMOs with Champions Online. Unfortunately, I hate the direction it is currently heading in, so I am switching to COH. However, the one thing I really think CO does better than COH is give everyone a travel power at level 5. I'm sure some won't like it, but I think it will definitely help keep new players around longer.