True Teleport does use a reticle but that does not mean new powers added to the pool would also be forced to use the same thing. An attack that 'rapidly teleports' a target to stun/confused/damage does not actually have to use the teleport system other FX can be used to get the same visible effect. Like Sands of Mu does not really make you punch ungodly fast you punch quickly but 'shadow' fxs give you extra ghosted arms to appear like your are punching like crazy.
You mean fudge it? I guess I could see that, but the problem is that, as far as I'm aware, the powers system can't pull an exact duplicate of your costume to spawn on target. Of course, with the advent of doppelgänger, that may well have changed.
At which point I'd still ask for a Multiple Selves Mastermind first, but that's neither here nor there
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As above. But what first comes to mind is just triggering a cone attack like normal from where you stand then teleporting to where you need to be. Like shield charge but attack/dmg before move. Heck with the dupl system to spawn a copy of you at either end to get the effect of rapid movement then despwan the copy after the attack.
Shield Charge WAS this in Closed Beta. They changed it to what it is now because this simply didn't work out. Castle seemed pretty bummed out about it at the time. I don't know the mechanics behind this one, so I'm going off precedent - what you describe is something they tried and ended up rejecting for technical reasons never actually stated (to the best of my knowledge).
[quote]You seem to be stuck on the idea that since teleport functions one way there is no possible way you could do anything else. I believe this could also be done with the mini pet AoE system already in place just instead of 30 caltrips you could have 5-8 clones. They don't have to be dead on target just enough of an FX to make the AoE army of me attack look good.[/qute]
I have a sneaking suspicion that Teleport works in a way similar to a summon, it just summons you. As such, multiple teleportations on a single power activation is something the powers system currently cannot do, or at least has no precedent of doing. The only power that comes even remotely close to that is Chain Induction, which actually summons a pseudo-pet for each target struck, and it's this pseudopet that actually fires the next attack.
This seems to take a LOT of time, however, something in the neighbourhood of 5-6 seconds for all three jumps, if they all occur. And I'm not convinced this is trivial to minimalise.
Of course, you could be looking at another fudge with an effect-only body double appearing near all of the enemies affected, but then I'm not sure how that effects script would even work. The effects that play on one target cannot take into account the effects that play on another, and as such this fudge will have no means of ensuring only one of you is visible at any given time to jump between the different targets. What you're likely to get is a dozen versions of you simu-punching all targets.
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I believe there is more that can be done with the system. After all we have been told a lot of stuff is either not possible or to hard only to have it added later.
I'm not a developer, so I can't say something is impossible, but what I CAN say is that it's unprecedented. We can only assume what the engine can do based on the things it already does that we have precedent for. We can infer about things it can't do either by past problems with them, like Shield Charge was, or by game mechanics obviously designed to get around said limitations visually, but not mechanically, such as Fulcrum Shift using a pseudo-pet because it needs to repeat the same buff multiple times on the same person per enemy affected.
I CAN say that teleportation "next to" an enemy is unprecedented. Powers don't do that. Tsoo Sorcerers do that SOMETIMES, but I highly doubt this is player-usable, since it still relies on the AI to point the way, not on the power's structure to auto-decide it. I can also say that teleportation attacks can only be achieved via pseudo-pet, and pseudo-pet attacks cannot be targeted. All pseudo-pets have either PBAoE clicks or PBAoE auras that do not require the pseudo-pet to have a target of its own.
Now, Mastermind commands CAN be used to order pets to attack a specific target, but no precedent exists for these commands having been written into powers as power effects. Even the Mastermind macros just use /petsay. And even if they could, there's a delay between when a pseudo-pet spawns and when it becomes receptive to AI commands, and while that time can probably be minimised, I doubt it can be minimised enough for the speed with which the system executes effects from the list.
Basically, from the precedents we have, I see many technical problems. We very much CAN ask for more functionality, as long as we accept that this is a tech problem that will likely take more resources to fix than just more powerset powers. After all, they add new functionality all the time. Swap Ammo's function simply didn't exist before Dual Pistols was added. I just wouldn't pin my hopes on adding new powers system functions.
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Originally Posted by Arcanaville
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.
Posted
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Originally Posted by Samuel_Tow
At which point I'd still ask for a Multiple Selves Mastermind first, but that's neither here nor there
At which point I'd still ask for a Multiple Selves Mastermind first, but that's neither here nor there
[quote]You seem to be stuck on the idea that since teleport functions one way there is no possible way you could do anything else. I believe this could also be done with the mini pet AoE system already in place just instead of 30 caltrips you could have 5-8 clones. They don't have to be dead on target just enough of an FX to make the AoE army of me attack look good.[/qute]
I have a sneaking suspicion that Teleport works in a way similar to a summon, it just summons you. As such, multiple teleportations on a single power activation is something the powers system currently cannot do, or at least has no precedent of doing. The only power that comes even remotely close to that is Chain Induction, which actually summons a pseudo-pet for each target struck, and it's this pseudopet that actually fires the next attack.
This seems to take a LOT of time, however, something in the neighbourhood of 5-6 seconds for all three jumps, if they all occur. And I'm not convinced this is trivial to minimalise.
Of course, you could be looking at another fudge with an effect-only body double appearing near all of the enemies affected, but then I'm not sure how that effects script would even work. The effects that play on one target cannot take into account the effects that play on another, and as such this fudge will have no means of ensuring only one of you is visible at any given time to jump between the different targets. What you're likely to get is a dozen versions of you simu-punching all targets.
I CAN say that teleportation "next to" an enemy is unprecedented. Powers don't do that. Tsoo Sorcerers do that SOMETIMES, but I highly doubt this is player-usable, since it still relies on the AI to point the way, not on the power's structure to auto-decide it. I can also say that teleportation attacks can only be achieved via pseudo-pet, and pseudo-pet attacks cannot be targeted. All pseudo-pets have either PBAoE clicks or PBAoE auras that do not require the pseudo-pet to have a target of its own.
Now, Mastermind commands CAN be used to order pets to attack a specific target, but no precedent exists for these commands having been written into powers as power effects. Even the Mastermind macros just use /petsay. And even if they could, there's a delay between when a pseudo-pet spawns and when it becomes receptive to AI commands, and while that time can probably be minimised, I doubt it can be minimised enough for the speed with which the system executes effects from the list.
Basically, from the precedents we have, I see many technical problems. We very much CAN ask for more functionality, as long as we accept that this is a tech problem that will likely take more resources to fix than just more powerset powers. After all, they add new functionality all the time. Swap Ammo's function simply didn't exist before Dual Pistols was added. I just wouldn't pin my hopes on adding new powers system functions.