An idea was born in R&D: make the troubleshooters move faster! Faster troubleshooters means faster turnaround on missions. This would be good. The Computer would be happy. This would be VERY good. The basis for the boots was air and spring chambers withing the sole of the boot, this helped propel the troubleshooters along and gave them better jumping ability. The next step was to add hydrolic pumps in the heel to add to that jumping ability. Both of these ideas worked well in the lab, so what the troubleshooter now has is the third addition: Thrust canisters and hydrolic rams.
Part 1: Up Up and Away (Way away)
First off, the boots work, they're heavy, clunky, and difficult to put on and take off, but they work. The control system is attached to the troubleshooter's big toe, and tapping down twice activates the launch system. Basically two hydrolic rams, one at the heel and one mid-foot shoot down about 2 inches, lifting the wearer up off the floor, then the boosters in the backs of the boots (near the ankle) fire off for about 3 seconds. The combined force will send the troubleshooter up about 15 feet (5 meters). The air and spring system in the sole helps make the boots wearable, but because of the added weight of the rams and the boosters, no longer give troubleshooters that "spring" in their step that they used to.
Part 2: YEEE-HAA or HEEEEELLLLLPPPP!!!
Ah yes, the down side (Theres an up side?) to this. First, the boots are heavy, and despite the padded sole, make noise when walking. Think Frankenst-I-NNN here: clunk, clunk, clunk. Ok, that's not so bad, the real problem is that most people are not accustomed to being propelled upwards 15 feet into the air suddenly. Although stunt-men, gymnasts, and some other people might know how to take a fall from that high onto a synthiplast floor (thunk) the average troubleshooter doesn't. Thats 5B damage right there. Should he encounter something else during his trip (read: wall, ceiling, troubleshooter, bot, tree limb (what's a tree??) etc) our flying boot-boy is going to suck up some more hurt.
Part 3: Attempts to abuse or Do not fold, spindle or mutilate
Intrepid troubleshooters will undoubtedly attempt to find some useful way of using the boots. There are a few, but make sure they understand the penalty for abuse. The toe-trigger thing, for example, is wonderful when you are standing still and making a concious effort to activate it. When running or dodging laser fire, however, it can become very hard to get that double-click (like a computer mouse) down right. Also sweating profusely due to heat, exertion, or stress can cause the button to short out and activate or become useless. Any toe-tapping should also result in unexpected flights, so watch their feet.
The boots can also be dangerous outside of "normal" areas, such as when they attempt to fire underwater, or in rooms with flamable gasses, or when on less than solid surfaces (glass, dirt, other troubleshooters). This can cause misfires, strange trajectories, or cool backflips into walls. They also pose quite a threat in the air. Trying to fire the bootsers while in the air is certainly possible, but if the troubleshooter is just a little off in his aim, he'll most likely send himself into a tailspin or straight back down towards the ground. Perhaps the most dangerous abuse of the boots is converting them into a weapon. Firing the rams and boosters while kicking someone is a good way to insure pain for the target (9E + 5B for the rams). Most troubleshooters forget, though, that these are not flamethrowers, and that doing this will send them flying backwards, probably in an uncomfortable position.