Etched Posted Monday at 03:05 AM Posted Monday at 03:05 AM One of the things that I truly enjoy is using Superspeed to run through the city streets, dodging traffic and any other obstacles that come my way. Adding in one of the cool Athletic powers and it just makes Superspeed even better but then comes water. Darn water! I think to myself why is it that I can run miles (Depending on the zone. I'm looking at you IP.) less then 2 minutes (Give or take 30 or 40 seconds) but when I hit the water it's like hitting a wall. I have never checked any kind of stats but I'm fairly sure that my run speed doesn't changes but to me it seems that way. The main thing that I would love to see happen to Superspeed is the ability to run one water. I asked AI and according to it, I would have to run 67 mph to run on water. (I'm sure that AI would never lie to me, right?) I feel that this may give it more of a super speedster and not a super swimmer. 1
CoeruleumBlue Posted Monday at 07:18 PM Posted Monday at 07:18 PM I would like to be able to swim in water. Does the engine let them change water? The engine probably just forces people from a walk animation to a swim animation on water. That's annoying. I hope someone can change that. Even though I've considered trying to apply to do dev stuff, I don't think I could recode all of water. <But life is change, that is how it differs from the rocks, change is its very nature.> — John Wyndham
BasiliskXVIII Posted Monday at 07:45 PM Posted Monday at 07:45 PM It's pretty easy to see there's no difference in run speed between land and water: (SS increases jump speed when you're running, which explains the difference there, though it isn't relevant in this case.) Any perception that there's a difference is probably due to their being fewer nearby references. You don't see buildings flying past at high speed because they generally don't build buildings in the water.
Psyonico Posted Monday at 10:40 PM Posted Monday at 10:40 PM 2 hours ago, BasiliskXVIII said: they generally don't build buildings in the water Wait... they don't??? That explains why my plan to buy a bunch of lakes (not including shorelines) and develop them failed! What this team needs is more Defenders
BasiliskXVIII Posted Tuesday at 06:08 AM Posted Tuesday at 06:08 AM 7 hours ago, Psyonico said: Wait... they don't??? That explains why my plan to buy a bunch of lakes (not including shorelines) and develop them failed! Well, I mean there was this one guy I know who tried to build a castle in a swamp. I told him he was crazy.
Luminara Posted Tuesday at 05:51 PM Posted Tuesday at 05:51 PM 21 hours ago, BasiliskXVIII said: It's pretty easy to see there's no difference in run speed between land and water: There's a specific attribute for swimming. https://cod.uberguy.net/html/archetype-data.html?at=blaster Scroll down. It is, in fact, slower than running. Or jumping. Or flying. As for why we can't run on water, the answer is because water isn't a geometry in this engine. It's a texture. There are no attachment points and no surface on which to place attachment points. And that can't be changed without changing what water is from the ground up (no pun intended). Water would have to be replaced with variable-solidity geometry that supports attachment points, given depth variances and entirely new coding devised to segregate movement at speed X from movement at speed X-1 to differentiate between running and swimming. Make it ground, but not ground. And if neither Cryptic nor Paragon could make it work, HC isn't likely to, either. 1 Get busy living... or get busy dying. That's goddamn right.
BasiliskXVIII Posted Tuesday at 05:55 PM Posted Tuesday at 05:55 PM 3 minutes ago, Luminara said: There's a specific attribute for swimming. https://cod.uberguy.net/html/archetype-data.html?at=blaster Scroll down. It is, in fact, slower than running. Or jumping. Or flying. As for why we can't run on water, the answer is because water isn't a geometry in this engine. It's a texture. There are no attachment points and no surface on which to place attachment points. And that can't be changed without changing what water is from the ground up (no pun intended). Water would have to be replaced with variable-solidity geometry that supports attachment points, given depth variances and entirely new coding devised to segregate movement at speed X from movement at speed X-1 to differentiate between running and swimming. Make it ground, but not ground. And if neither Cryptic nor Paragon could make it work, HC isn't likely to, either. Huh. TIL!
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