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Making Tail Wind More Controllable


KokoroWish
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As it stands, holding the key when activating Tail Wind will charge up the ability and shoot you straight up, where you will hover.

Instead of that, how about changing it so that holding the key will propel you in the direction you are facing for as long as you hold the button, up to the ability's max flight duration, at the end of which you will then hover.

This will allow players to control exactly how far they will travel when using the ability, making it far more controllable in tighter locations.

The Dive Bomb component can remain the same, where pointing to the ground and pressing the key will execute the Bomb.

 

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The idea is to make it more controllable (and feel more controllable) with less inputs. Hold and release is more elegant than adding in yet another key press. Stopping when colliding with a wall would still make it feel only slightly less clumsy than it already is in those situations.

Edited by KokoroWish
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Hmm, I think it can be simplified further. Keep the air speed at 30 m/s, but let Zephyr stop immediately at the location where her aiming reticle was pointing at as you press 1 to fly over there.

That means in the cramped spaces of Star Chart, you won't stay stuck in animation as you slam against wall after wall, you'll just stop where you want without momentum forcing you to keep going. While out on the Plains, point anywhere toward the sky and you'll fly all the way while preserving momentum to glide across the azure blue.

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That's still going to end up with you flying into a bunch of walls, as that's where the game determined you were pointing, or careening much further than you want due to not aiming just so.

To use a reference for a Hold and Release system of movement like this in a 3D space, think D. Va. from Overwatch. The Hold and Release system makes her dashing in a 3D environment feel very controllable. Image trying to play as her with a point and shoot system like Zephyr's.

Edited by KokoroWish
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