Concept/Travel Power help please? :D
its very easy to make a keybind costume change that you could hit before/after activating said powers for the hvoer/tp option
if your going for more of a steam punk like travel option, you could use a combination of sprint and steam jump, ninja run and steam jump work good too and while your in the air with steam jump it overrides the animation of ninja run
have you also considered super jump as an option and just use the steampunk backpack option for a permanent jump pack type thing?
based on your response i dont feel you would be happy with super speed until we could get pool power customization to change the colors
![](http://i.imgur.com/90o12.jpg?1)
I can easily type a page or two of my own personal thoughts and opinions on temporal mechanics, stopping time, and all that jazz. Instead I'll abbreviate things to help with your concept of Teleport as a Travel Power.
When Time stops, EVERYTHING stops. It's very easy to say that the forces of gravity also do not apply, and a simple jump could propel your character into the air to whatever altitude s/he desires until she snaps back into realtime. The extra hovering at the end of teleport can simply be an after-effect of snapping back into realtime, before gravity fully affects your character.
Triple slotting sprint and swift with run speed is almost as fast as unslotted sprint+swift+ninja run.
Triple slotting sprint and swift with run speed is almost as fast as unslotted sprint+swift+ninja run.
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Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
There are lots of IO sets that boost run speed, usually as only the 2 piece bonus too. I can't name them offhand, I just remember seeing them all the time while playing around with mids. Like 5-12% bonuses IIRC.
There are lots of IO sets that boost run speed, usually as only the 2 piece bonus too. I can't name them offhand, I just remember seeing them all the time while playing around with mids. Like 5-12% bonuses IIRC.
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![Big Grin](images/smilies/biggrin.gif)
Eco
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
Fantastic! These, plus the 3-slotted Sprint and Swift should get me fast enough, hopefully
![]() Eco |
This won't help you but I know of an sgmate that had one or two "travel power-less" toons back in the day.
Granted his main at the time was an SR so he had Elude (perma Elude days) to help give him +spd.
But what others have said, the Swift+Sprint works well enough; you'll never win "I got to the mission first" races but... :P
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See, I think that in general, the mild-tech costume pieces, with not too many extraneous and no glowing bits can easily fit with Steampunk. All you need to do is colour them brass/copper. Both Rocket Boots and Piston Boots. With my Victorian Steampunk character, Bicarbonate of Soda, I plan him to use Piston Boots with Super Jump.
I think that Rocket Boots with Fly or Piston Boots with Super Jump will work fine, coloured correctly. Obviously if you're going for a "set-matching" costume they will disrupt they won't work for you, but purely going off of appearance, most things brass or copper look Steampunky.
![](http://img156.imageshack.us/img156/9729/loyalistsig6.png)
Bad Voodoo by @Beyond Reach. Arc ID #373659. Level 20-24. Mr. Bocor has fallen victim to a group of hooded vigilantes who have been plaguing Port Oakes, interfering with illegal operations and pacifying villain's powers. He demands that revenge is taken on these miscreants and his powers are returned! You look like just the villain for the job. Challenging.
I hadn't thought of the Piston Boots; maybe they could work. I also got some nice advuce on frankenslotting for Movement and Run Speed Set Bonuses from the ever-wise folks in the Market channel.
Eco
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
Well, I'm up to 45.51 mph now, at lvl 21. My powers are possibly feeling the lack of enhancements such as damage, accuracy etc lol, but I've been pleasantly surprised by the variety of places I can slot things that boost my running speed.
Onward!
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
Hi.
![](http://i160.photobucket.com/albums/t171/ecosmith1970/heroes/PhilomenaKelvinBio.jpg)
I'm having a tricky time deciding on a travel power for my newest toon, Philomena Kelvin. She's a Time Manipulation/Ice Blast Defender. She's Lord Kelvin's granddaughter, and she's gotten her powers by inventing a potion in her lab.
Initially, I wanted Superspeed, with the Radiant path Auroa coloured appropriately for an icy effect. When she sprints, this looks great, but with Superspeed's horrible sparkly red foot glow, it just looks wrong.
Then I thought that maybe I could give her teleport, and concept wise, it would work like this: She stops Time, and runs to where she wants to be, and then starts Time up again. I quite like this idea, tbh, but she can't run on air, of course, so I'd need to always make sure the teleport pointer was on the ground. This is a bit tricky, I've found, and in addition, Teleport's auto-hover always kicks in and it doesn't quite look right when she comes out of the 'port. That's not so problemtaic, though; I can RP that starting and stopping Time requires an exertive stretch or half jump or sth I guess.
Giving her Hover would of course eliminate any conceptual problems with TP altogether, but the only Steampunky costume pieces that fit are the Victorian Wings. They look awesome, but I don't want her to have them all the time. Some victorian stempunk rocket boots would be brilliant for this, but we don't have them. Possibly I could use some sort of keybind combination that would get her wings out first (costume change) and then activate teleport?
I keep coming back to Superspeed, and I was wondering if anyone knew what sort of numbers I'd get if i went with just Sprint and Swift and tried some sort of weird frankenslotting for them? I'd be happy with a ground speed that was close to Ninja Run (I don't want the riunning and stance animations that come with ninja Run or i'd stick with that).
Any advice on how to get her running speed up would be welcomed, and any other ideas at all would be great.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)