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Walk with powers


xl8
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At the time, global suppression was the only way they knew to make it work without the animations breaking in relation to movement.

 

Specifically: Swift.

 

Because Swift is a globally active power that always increases your movement speed the walk animation would have you gliding too far in relation to how fast you were actually going.

 

At the time of Walk's introduction, the ability to change a character's Movement Speed Cap on the fly hadn't been invented, yet. So everything was managed with speed increases and decreases. Part of why Hover has a massive fly speed penalty tied to it (Largely 'cause the Engine understands "Fly 1" as a defined value of speed and they had to lower it for hover to not just be flight since it is all based on Magnitudes)

 

Now that we have the ability to just set a defined speed cap (Through all the work done to create Afterburner) and use the Walk "Animation Priority" in the same way Hover has a higher animation priority than the standard flight pose...

 

It's possible we'll see it in time. But it's gonna take a lil' while.

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Honestly, I'd be thrilled just to have Walk do a "suppress all" like the hoverboard and void skiff and such do nowadays instead of the current "detoggle all."

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