Travel Powers

Got Rita to a level a few days ago that she actually had a legit travel power …

… but, to be honest, she’d been swooping around just fine prior to that for the past week with a Jingle Jet. And she had a Raptor Pack in reserve before that for special trips across hostile terrain. Both of which had made Skyway (and the Hollows before that) a lot less menacing.

And, of course, with GvE, and Superjump (said travel power), she’s got uber-jumping ability for 30 seconds at a time (good enough to cross most zones).

I find it interesting that temp travel powers (in which I’d include Pocket D (and the GvE VIP pass) and SG bases and coalition SG bases) have so significantly changed the game, albeit in an odd, incremental fashion. Back in the day, we were foot-bound until 14, and even after that were at the mercy of the Paragon Transit System. Now there are generally two or three ways to get fairly quickly from A to B. Is that a good thing? I think so — which makes me wonder whether the whole travel
power thing ought to be just recognized in some fashion outside of temp powers and SG stuff.

4 thoughts on “Travel Powers”

  1. It would certainly be nice if bird-themed heroes could fly right off the bat. (cough, cough)
    Choose Primary, Secondary, and Travel power sets during character creation? Might have worked out really well. At designated levels, travel powers could be upgraded from Hover to Soar to Fly to…
    Probably too late to change it now, but maybe worth suggesting anyhoo.

  2. But get pushed around by civilians …
    Of course the crooks have problems getting purses away from said civilians — so maybe it really *is* a “city of metas” …

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