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Advantage to use both travel powers simultaneously

grievehartgrievehart Posts: 192 Arc User

The idea is simple:

Adding an advantage to travel powers (super speed, acro/athletics, swinging, super jump), lets call this advantage "travel power combo" for the example and let's say it would cost at least 3 advantage points. Buying that advantage on one of our travel power would allow us to use it with the other tp without canceling it.

Imagine the combinations:

acrobatics + swinging :
the one i would really like to see, because swinging alone is just a bit underperforming (swinging is fun but when you're on the ground, you move like a grampa). So your base mobility would be acrobatics (which is already excellent alone), and pressing jump key when already in air would fire the grappling hook to swing.


superspeed + acrobatics:
Superspeed with agility and jump high of acrobatics

Superspeed + superjump

Superspeed+ swinging

Acrobatics+superjump

Superjump+ swinging


so you get the idea

Would be excluded from that glide, flight and teleport powers, just because i do not see how to combine them with other travel powers.

Comments

  • grievehartgrievehart Posts: 192 Arc User

    So how would tunneling + flight work...?

    Would not.

    As i said flight and teleport would be excluded from this. And tunneling is just a grounded version of teleport


  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    While the way we do travel powers currently is somewhat clunky, there's really no way to implement what you're talking about (travel powers have animations that aren't generally going to combine well).

    What you could probably do is add advantages to bump ground speed to swinging and superjump. I wouldn't bother with superspeed and acrobatics.
  • grievehartgrievehart Posts: 192 Arc User

    While the way we do travel powers currently is somewhat clunky, there's really no way to implement what you're talking about (travel powers have animations that aren't generally going to combine well).


    Interesting, because i personnaly experienced a bug several weeks ago which allowed me to do what i'm talking about. Sadly i haven't been able to replicate the phenomenon. But i saw that what i am talking about is possible.

  • ealford1985ealford1985 Posts: 3,581 Arc User
    Wasn’t this a thing long time ago?
  • avianosavianos Posts: 6,211 Arc User
    Yep, it was a really amusing bug years ago
    You could create some interesting Travel Power combos with it​​
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  • grievehartgrievehart Posts: 192 Arc User

    Wasn’t this a thing long time ago?

    It happened to me recently, not more than several months, this year. Cannot give an exact date, i do not remember.
    The combo was athletics + swinging. Best combo TP ever, perfect for a spidey/batman type char.
    avianos said:

    Yep, it was a really amusing bug years ago

    You could create some interesting Travel Power combos with it​​

    Recently. It was pretty awesome and made me regret to not have such a feature permanently
  • kallethenkallethen Posts: 1,576 Arc User
    Are you meaning for the powers to combine their speed bonuses? If so, I'm afraid this idea will probably never come to fruition. I recall the devs have stated before that having characters move at very high speeds can cause issues, like it stresses the servers.​​
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  • omnilord#8416 omnilord Posts: 348 Arc User
    Swinging and Rocket/Superjump could really do with having their ground speed bumped up. Even if it's even to just Rank 1 Acro/Athletics. I would be perfectly happy with that.

    It's just odd to think that someone's going to go swinging above the city, or leaping over buildings by starting out at an incredibly light jog.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited November 2017
    Swinging all ready has super jump.

    Acrobatics should be innate power from level 1. Or as Flight Rank2 as option.

    So how would tunneling + flight work...?

    Would not.

    As i said flight and teleport would be excluded from this. And tunneling is just a grounded version of teleport


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  • grievehartgrievehart Posts: 192 Arc User
    kallethen said:

    Are you meaning for the powers to combine their speed bonuses?

    Not exactly, but it's a good question.
    What i mean is combining attributes, not adding stats. It's precisely why you didn't see things like superspeed + superspeed or acrobatics + acrobatics in my original post. What i have in mind is not adding all tps stats to get a more powerfull one, but taking what is best on each tp and use it simultaneously. That means something like superspeed + superspeed won't bring you anything.

    I'll retake one of my own examples to develop more what i exactly mean:


    superspeed + acrobatics:
    Superspeed with agility and jump high of acrobatics

    Your max speed will never be more than superspeed here, you just add acrobatics jump high and gymnast jump animation to the power.

    Combine attributes. In that example your overall mobility has been increased, but not your raw speed

  • hemslordhemslord Posts: 166 Arc User
    kallethen said:

    Are you meaning for the powers to combine their speed bonuses? If so, I'm afraid this idea will probably never come to fruition. I recall the devs have stated before that having characters move at very high speeds can cause issues, like it stresses the servers.​​

    Did the devs state that before or after they implemented vehicles? Most vehicles move much faster than any travel power can hope to reach so it would be interesting to see if this is still an ongoing issue or if they found a work-around.

    On a separate note, back when I used to play CoH (sorry to bring up a dead horse) I would frequently use Flight and Super Speed together. It would allow me to switch off Flight hit the ground running at full speed. As it is we have to charge up Super Speed in order to get going again which sort of ruins the flow (even though sometimes I can charge it whilst Flight is active randomly).

    Not really utilising the "combo travel power" idea but it was convenient. It would be nice if we didn't have to charge up travel powers outside of combat, but I'm sure that would bring in a new set of problems in one way or another.
  • roughbearmattachroughbearmattach Posts: 4,785 Arc User


    What you could probably do is add advantages to bump ground speed to swinging and superjump. I wouldn't bother with superspeed and acrobatics.

    I would be very in favor of this--something like a 1 point advantage to boost the thing you don't have (jumping or ground speed) by a little bit.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    I would be very in favor of this--something like a 1 point advantage to boost the thing you don't have (jumping or ground speed) by a little bit.

    "This power is useless indoors" is a bit of a problem.
  • spinnytopspinnytop Posts: 16,467 Arc User
    Sure, let me dominate NPCs with my movement speed even more than I do now ouo
  • aesicaaesica Posts: 2,538 Arc User
    edited November 2017
    Mixing powers would be a bit over the top (superspeed + superjump, rofl) however a nice QoL improvement would be having certain travel powers only suppress (not deactivate) others. So for example, if you had Athetlics active when you activated Flight, Tunneling, or Teleport, they'd gain no benefit from Athletics, even though Athletics is still toggled on. Once Flight, Tunneling, or Teleport were switched back off, Athletics would automatically kick back in.

    Teleport at the very least should probably function like this.​​
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  • beezeezebeezeeze Posts: 937 Arc User
    I find toggling between acrobatics and flight or swinging pretty easy and nearly but not quite seamless, especially with swinging and acro, what I do is simply bind my 2nd travel power to the Y key and fully charge one ability while in mid air to either leap up and take flight or free fall and hit the ground running.

  • combatclown81combatclown81 Posts: 86 Arc User
    I just wish there was an option to do something else with that power point. On the majority of my characters I don't even bother using it.
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