Travel power--wall crawling
Hehe this is great and strong
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
If the wall has a slight slant, you can already do this with SS/CJ; for everything else, as creative as it would be, just isnt that necessary.
might have to try out this combo... sounds fun
Code ranting aside, this would be a pretty useless travel power unless used with a second travel. Nice for character concepts though, I guess.
Why is this posted in the build workshop, btw?
Actually ninjas can already do that, in a way - through use of the Ninja Run power. I don't know how they managed it, but it seems to be coded in such a way that any non-perfectly-vertical surface can be "slid up" when you use NR. Although to be fair, the sheerer the slant, the slower the crawling up. And it definitely looks buggy. But hey, it works wonders in Grandville sometimes. Try it in Talos too - the cliffs near the western harbor can't be climbed through CJ or Sprint, but with NR on, you'll slowly slide up the slant.
Also Devs have replied on this subject that true wall crawling/walking is unlikely to ever happen for the same reason as vehicles or 3 legged/4 armed characters etc., because it means a LOT of additional annimation.
Their explanation is that the animations aren't from TRAVEL itself but from 1) mobs interrupting travel and from 2) you attacking mobs while stuck to the side of a building. None of the existing annimations can handle either situation.
1) This means animation of you being hit while standing sideways and blasts hitting you in that position as well as KB knocking you off building.
2) There are no crouched animations only standing ones. Standing sidways on buildings would look extremely stupid, but only other answer is to reanimate every single attack power in the game.
Unfortunately this is like adding 5 new powersets to the game to get one Travel power. I'd rather have the power sets myself. This is another item that just wasn't part of the design and needs to be included in the initial design of COH 2.0
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You can't please everyone, so lets concentrate on me.
Also Devs have replied on this subject that true wall crawling/walking is unlikely to ever happen for the same reason as vehicles or 3 legged/4 armed characters etc., because it means a LOT of additional annimation.
Their explanation is that the animations aren't from TRAVEL itself but from 1) mobs interrupting travel and from 2) you attacking mobs while stuck to the side of a building. None of the existing annimations can handle either situation. 1) This means animation of you being hit while standing sideways and blasts hitting you in that position as well as KB knocking you off building. 2) There are no crouched animations only standing ones. Standing sidways on buildings would look extremely stupid, but only other answer is to reanimate every single attack power in the game. Unfortunately this is like adding 5 new powersets to the game to get one Travel power. I'd rather have the power sets myself. This is another item that just wasn't part of the design and needs to be included in the initial design of COH 2.0 |
That being said, I'm not sure if the engine could handle that mechanic. But if it did, I could see this power (built out like the Rocket Board) being a nice novelty to buy from the NCStore. Perhaps not a "true" travel power like Fly or SJ, but something fun to pick up and try
Best OP ever, of all time.
Thank you..
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
That being said, I'm not sure if the engine could handle that mechanic.
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In short, not going to happen, that's a huge amount of work for a trivial addition.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
It can't. Vertical surfaces in the game are not programmed or designed for characters to walk or run on. They would have to go through and alter literally every vertical surface in the game in order for wall crawling to work.
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Does anyone else remember that one that's in the memory hole somewhere?
I thought I saw a screenie of BaBs goofing off somewhere standing horizontally on the vertical surface of a building to make a point about something or another.
Does anyone else remember that one that's in the memory hole somewhere? |
Tell you what would work for a travel power though - swinging. The offshoot of Paragon that ended up going to work on CO for Cryptic added it in for launch and was a fairly basic concept of double-jump and hold to swing with it pivoting the character around the "anchor" point and gaining momentum depending on where in the swing you released. The physics capability are already there (look at the shop signs you can knock by jumping against and cause to do a full 360 degree rotation around their pivot point) so animations are all that are really required there.
Not really sure what this topic is doing in the Builds sub-forum when it's a suggestion though, TBH.
Would like to see wall crawling travel power, especially if an ape costume is made, but this would be great for ninjas.