Movement themes:


Ad Astra

 

Posted

Okay, I'm going to admit that I got this from digging around Champs Online, but it got me thinking.

Champs has the following travel powers (off the top of my head):

Fly
Rocket Boots
Hover Disk
Earth Flight
Fire Flight
Ice Slide
Superspeed
Acrobatics
Superleap
Tunnelling
Teleport

most of these are variations of fly, teleport, for example is high speed flight + high stealth for brief moments accompanied by a graphics shift.

Tunnelling appears to be sort of like super-speed + stealth with a different graphic (think it might be slower)

Acrobatics is pretty much the same as running swift + hurdle + ninja run + sprint as your travel power

I was wondering, perhaps if you get around to power themes for the various characters you can do similar:

Super-speed:
Tunnelling theme - character "disappears" and his trail is marked by flying debris (this is how CO does it)
Burst porting - the character disappears for brief periods and reappears leaving behind a trail of energy letting you direct him.

Fly:
Most of the fly themes we need are covered by costume pieces, but perhaps an animation style that includes vehicles or some sort of platform would be nice in customization

TP and Superleap might be accompanied by differing effects (bursts of energy at the legs for the leaper, different sorts of energy bursts for the porter)


Alternately you could produce a "tunnelling" power pool:

Burrow: Max invisibility until you activate a power or move, basically a power for setting up a pull ambush.

Some sort of attack

Tunnelling: Effect only self, no vertical movement, max stealth median speed less than superspeed

Shake: AoE knockdown, probably no damage definitely no more than minimal damage (though would prefer no damage and if the player wants damage: there are IOs)


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Posted

i think this topic has come up before and BABs mentioned something about how the coh engine wasnt designed to do that type of stuff (im not 100% on that)


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
i think this topic has come up before and BABs mentioned something about how the coh engine wasnt designed to do that type of stuff (im not 100% on that)
the way I'm thinking of it wouldn't require the engine to do anything it isn't currently doing.

the way I'd do tunnelling would simply make the player's avatar invisible (sort of like what happens when you use self-destruct) and have the effect aura be rocky crumble rather than orange light. There'd probably be a starting and ending animation (the Red Caps diving into the ground and then jumping out comes to mind) but the actual physical point would remain the same. And you wouldn't be able to tunnel into places you couldn't run into, but we're already dealing with that discrepancy with teleport and phase shift which should let go through walls but don't


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Posted

Only problem I see with tunneling like that is that SS allows you to jump. If coupled with something like Super jump, then what? Simply pop back into the ground again?

Interesting variations on stuff, and since its not asking for stuff we know we cant have, its interesting. But no idea if it could be pulled off.


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Posted

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Originally Posted by Techbot Alpha View Post
Only problem I see with tunneling like that is that SS allows you to jump. If coupled with something like Super jump, then what? Simply pop back into the ground again?

Interesting variations on stuff, and since its not asking for stuff we know we cant have, its interesting. But no idea if it could be pulled off.
sort of why I presented an alternate form tunnelling as a seperate pool

Tunnelling +Run Speed, +Stealth, -Jump, Affects only Self

if there were a way to make it so it didn't turn off Stone Armor's root and granite forms then, at the very least, it would present a second viable move option for stone tanks


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Posted

I don't know if it's just me, but a super speed where you trade out jumping to be invisible doesn't sound appealing to me. Nothing wrong with the idea itself, I'm just /jrangering it based on not seeing the point.


 

Posted

Personally, I thing the whole "travel power theme" concept, while noteworthy, is better applied simply as power customization for travel powers. Which, IIRC, BABs said was being worked on for future release, but would take far longer than an acceptible time span to delay I16. I'd love my fire blaster to be able to leave a fire trail when in SS (like a time-travelling DeLorean), and have a jetpack appear when my tech-based heroes trigger fly (a la GvE jump pack). But until then, I consider these things a cosmetic issue only and I'm happy to wait. Oh, and you can TP through walls quite easily, as we've all seen Tsoo sorcerers demonstrate to our great irritation. You simply can't target through them. As proof, try strafing left/right at a full run and click TP at max range right before your "target" area moves behind an object. Done correctly, you'll port right through the object you just ran behind.

Aside from that, is tunnelling really that interesting to you? I mean, do we really need a travel power with less vertical movement than SS?


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Posted

Quote:
Originally Posted by SailorET View Post
Aside from that, is tunnelling really that interesting to you? I mean, do we really need a travel power with less vertical movement than SS?
This question occurs to me every time I see "tunneling" suggested.

I can't imagine ever using it on a character.


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Posted

Quote:
Originally Posted by Ad Astra View Post
This question occurs to me every time I see "tunneling" suggested.

I can't imagine ever using it on a character.
Remember, a tunnelling character would technically be able to tunnel up to the tops of cliffs and presumably buildings, so you'd actually need less vertical movement unless you need to reach places not directly connected to the ground from where you're standing. Those are few and far in-between in City of Heroes. But either way, this would need to be a brand new power, not just a reskinned Super Speed.

As far as the general ideas, BABs may or may not have said this isn't possible prior to power customization. Post power customization and especially post Ninja Run, he's made it pretty clear that it CAN be done, it just takes a crapton of work to tweak all the zillions of possible movement animations that are needed for logical character motion.

Not altering animation and just adding effects could, on the other hand, probably save him all the animation work and the biggest hurdle - the different stances that powers launch from - but it might not be what people want when they suggest this.


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Posted

I doubt we will get any more travel powers :/. I still think super speed needs to be able to run up buildings and what not but that would be changing the engine as well.


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Posted

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Originally Posted by Lycanus View Post
Superleap might be accompanied by differing effects (bursts of energy at the legs for the leaper
PLEASE! im tired of seeing the rubber ball effect of SJ, i would love a footstomp animation every time i hit the ground or at least SOMETHING


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Posted

Quote:
Originally Posted by Pyroguy View Post
PLEASE! im tired of seeing the rubber ball effect of SJ, i would love a footstomp animation every time i hit the ground or at least SOMETHING
I'd love to see a hard landing after a Super Jump, myself, but ONLY by choice. Champions Online mandated this, which made it completely impossible for me to give my ninja-style guy super jump, because his super jumps were supposed to land softly.


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Posted

I would love burning footprints as I walked, or an ice trail. I still want to be able to turn off the slinky-rings from SJ and the glowie-trail from SS.


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