My group started The Island of Dr Destroyer recently, 6E rules using Champions Complete as our primary source. I'm running it, but my usual GMing approach is rules-light (Tunnels & Trolls , for example) and much hand-waving, whereas I'm hoping to make better use of the Hero mechanics. One of my players who is, to say the least, considerably more technically minded than I asked a question about sustained Flight for his character and I'm hoping that more experienced brains can offer an answer or point me in the right direction.
The character was designed using the Champions Character Creation Cards and his flight is part of a Multipower:
Not urgent, and I'm seeking knowledge rather than arguing for a
NewMind has (as part of a multipower, but that's not relevant) Flight:
20m, ×8 noncombat, 7 END to use.
He has SPD 4 and REC 12.
So if he goes all-out in flight he spends 28 END and recovers 12,
losing a net 16 per round, so his 70 END lasts roughly 4 rounds. During
each of those rounds he's flying 20m ×8 ×4, 120mph, so he's covered a
bit over a mile and a half. Fair enough.
OK, what if he wants to go further than a mile and a half? Presumably
if he turns off Flight for a phase he starts to plummet.
With a normal power you can use it at a lower intensity for less END.
Does that apply here? I'm guessing that's just the headline number
(speed in this case), not a total power redesign, but I need to know
how the power works to get the numbers right. So:
Flight 20m 
Position shift [+5]
×8 noncombat [normally ×2, +5 per doubling is +10]
Combat Acceleration/Deceleration (+1/4)
No Turn Mode (+1/4)
No Gravity Penalty (+1/2)
for a total of ×2
which matches the 70 active points listed for END 7. Good.
I need to get that down to END 3 to be sustainable, so maximum 30
active points; 15 before the multipliers; and Position Shift and
Noncombat take up that 15, leaving nothing for movement.
In "economy mode" I can run Flight at 5m, for 40 active points; that
gets me a 30mph airborne amble, with an END cost of 4 per phase so a
net loss of 4 per round. That flattens END after about… hmm, a mile
and three quarters.
(The multipower effect on all this means that I don't get to spend the
pool points on anything else even if I'm using it at lower intensity,
because it's a Fixed slot.)
So I think my question is: how much power redesign can one
legitimately do when using a power at a lower intensity? Is it, as I
have assumed, just the value of the primary effect that gets scaled
back, not any adders etc.?
Does that make sense? Thanks for any assistance.