Expand Long-Range Teleport


MoiraMom

 

Posted

Long-Range Teleport is the final teleportation pool travel power. It's...not nearly as useful as it could be.

I am ignoring travel to any alternate-dimension zone (Firebase Zulu, Praetorian zones, etc), the PVP zones, or any zone that has no "extra" way to get to it (sewer network, abandoned sewer network, troll tunnels, monster island, etc).

Redside, LRTP can get to any zone the ferry&helicopter already go to (but there aren't that many zones redside, particularly hazard zones.)

Blueside, LRTP can get to any zone the monorail already goes to, PLUS The Hollows (hazard), Faultline (hazard), and Peregrine Island. But NOT to Perez Park, Boomtown, Striga Isle, or Crey's Folly (all hazard zones). It only makes sense to add the other hazard zones; otherwise, why be able to teleport to some but not the others?

LRTP also cannot get to Dark Astoria or the Rikti War Zone, although both of those would be fantastic to add.

Anyone with an Ouro portal hopping to, say, Talos to make use of the monorail and TUNNEL right there can beat it in terms of destinations, with the exception of two hazard zones (Hollows and Faultline); on the other hand, Ouro+T/TUNNEL means you can get to Dark Astoria as well.

Base teleporters can get to ALL of these locations (plus Terra Volta, Eden, and Rikti War Zone), which leads me to wonder why that is a superior power to the inate LRTP? Why not just add all of the base beacon locations to LRTP? Problem Solved!