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Posted

Intangible pool power- A pool of powers that allows a player to render themselves and others intangible

 

Level 4 Peek- click power no new animations needed, allows 10 seconds of intangibility to pass through doors and walls. Fast recharge, Low endurance cost.  Allowed enhancements- endurance reduction, Allowed Sets- universal travel

 

Level 4 Team sync- click power pbaoe animation, buffs self and close teammates with a +to hit and +damage for a short time. Fast recharge, Low endurance cost.  Allowed enhancements- +to hit, +damage, end. redux, rech redux  Allowed Sets +to hit

 

Level 14 + 1 other Intangible- toggle power no new animations, makes self intangible allowing passthrough walls, doors, buildings. Moderate recharge, Moderate endurance cost.  Allowed enhancements- end redux, rech redux, confuse  Allowed Sets Confuse

 

Level 14 + 2 others Group intangibility- toggle power no new animations, renders self and close teammates intangible as long as endurance allows.  Slow recharge, High endurance cost.  Allowed enhancements- end redux, rech redux, range, confuse  Allowed Sets Confuse, Universal Travel

 

Level 14 + 2 others Phase touch- toggle power no new animations, On a successful hit makes target intangible, immune to damage for duration of contact.  Very slow recharge, Very high endurance cost  Allowed enhancements- end redux, rech redux, accuracy, holds  Allowed Sets- Holds, 

  • Confused 1
Posted
8 hours ago, Darkesyde said:

Intangible pool power- A pool of powers that allows a player to render themselves and others intangible

 

Level 4 Peek- click power no new animations needed, allows 10 seconds of intangibility to pass through doors and walls. Fast recharge, Low endurance cost.  Allowed enhancements- endurance reduction, Allowed Sets- universal travel

 

Level 4 Team sync- click power pbaoe animation, buffs self and close teammates with a +to hit and +damage for a short time. Fast recharge, Low endurance cost.  Allowed enhancements- +to hit, +damage, end. redux, rech redux  Allowed Sets +to hit

 

Level 14 + 1 other Intangible- toggle power no new animations, makes self intangible allowing passthrough walls, doors, buildings. Moderate recharge, Moderate endurance cost.  Allowed enhancements- end redux, rech redux, confuse  Allowed Sets Confuse

 

Level 14 + 2 others Group intangibility- toggle power no new animations, renders self and close teammates intangible as long as endurance allows.  Slow recharge, High endurance cost.  Allowed enhancements- end redux, rech redux, range, confuse  Allowed Sets Confuse, Universal Travel

 

Level 14 + 2 others Phase touch- toggle power no new animations, On a successful hit makes target intangible, immune to damage for duration of contact.  Very slow recharge, Very high endurance cost  Allowed enhancements- end redux, rech redux, accuracy, holds  Allowed Sets- Holds, 

 

Just quoting and changing backround to white to make it more read-able.

Not sure how feasible pool powers that let you pass through walls would be (especially if they still let you walk on the ground rather than fall into oblivion) but they seem like they'd be game breaking for anything involving finding glowies, or just clearing final room/boss, far more so than stealth is now.

Posted (edited)

Fundamental problem: as I understand it, most maps are well above the 'bottom' of the volume of the instance, and there is no 'floor' in the spaces between map segments (the maps being made up of pre-built sections that are linked together -- when you get a black wall across a corridor in a map, it's a geometry error where the two segments are not properly aligned); if you could pass through 'outside' walls, you'd fall to the bottom of the instance, which you don't want to have players do. This would create seemingly arbitrary restrictions on which doors and walls you could pass through, or require that all of the office and lab maps be redone to create the areas behind previously obdurate barriers. And, as Dragon Crush mentions, being able to get outside the map gives you a major advantage in observing the layout and contents of the map.

Edited by srmalloy
Posted
9 hours ago, aethereal said:

This is literally unreadable. Why would you use black text?

The OP's making their text fit their suggestion? 🙂

 

Also, srmalloy has it. When you're going from the outside to the inside of a building, you couldn't just walk through to the inside - you're loading a new map. Even some "adjacent" rooms likely have nothing going on - use this in, say, a cave and you'll fall into nothingness. (There used to be far more geometry holes in the maps and people would run into this. I seem to recall the Arachnos maps being really bad with this initially, but it wasn't just them. There were also holes in the War Walls that let you get outside of the map and see the buildings-floating-on-nothingness outside.)

 

If you want a feel for what this would be like, ask for someone who's making, but not yet done with, a fairly fancy "above the base floorplan" base and just - walk off of it. Even if you have fly (or teleport, I suppose, though that's even trickier,) which at least would let you not lose most of your health when you hit the "bottom," it's hard to find the spot to get back into the map... if it lets you go that way.

 

It's one of those "sure, it'd be cool if..." ideas that fits comics, but hits the tech limits of the game.

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