Fallout 4 Quick Travel

Post » Wed Dec 09, 2009 10:29 am

Before i'm flamed with the "Quick travel is optional argument" let me just say, it would be impossible to play this game without said feature. That being said, it's not a very well implimented system of fast travling, so i made this thread to discuss possible changes and/or additions.

My list of things i'd like to be added:

1. Waiting times, i'd like it so that the distance traversed is made up for in the same interface sleeping or waiting uses.

2. Random events; i wan't to find myself in the middle of a crossfire between Outcasts and Raiders from time to time, not just un-eventfull wanering.

3. Ration system; after a fast travel ceartain ammounts of food and water should be depleted from the inventorey, if you don't have sufficent rescources then the character faces penalties like Special scores being lowered or health lowered. (I'm half inclined to say the whole game should demand food at regular intervals and that there should be no stimpacks, but now is not the time)

4. Visual effects; i wan't to see my character dust ridden, wrapping material around his face and trudging through hurricanes, this applies to normal traveling aswell. See this picture of the Force Unleashed's Apprentice - http://content.mahalo.com/images/d/d0/SWTFU.2.jpg

That's about it, all opinions and posts appreciated.
Thank you, and shame on you for being a viewer :hehe:

My other Fallout 4 suggestion: http://www.gamesas.com/bgsforums/index.php?showtopic=953466
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Project
 
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Post » Wed Dec 09, 2009 6:44 am

Before i'm flamed with the "Quick travel is optional argument" let me just say, it would be impossible to play this game without said feature. That being said, it's not a very well implimented system of fast travling, so i made this thread to discuss possible changes and/or additions.

My list of things i'd like to be added:

1. Waiting times, i'd like it so that the distance traversed is made up for in the same interface sleeping or waiting uses.

2. Random events; i wan't to find myself in the middle of a crossfire between Outcasts and Raiders from time to time, not just un-eventfull wanering.

3. Ration system; after a fast travel ceartain ammounts of food and water should be depleted from the inventorey, if you don't have sufficent rescources then the character faces penalties like Special scores being lowered or health lowered. (I'm half inclined to say the whole game should demand food at regular intervals and that there should be no stimpacks, but now is not the time)

4. Visual effects; i wan't to see my character dust ridden, wrapping material around his face and trudging through hurricanes, this applies to normal traveling aswell. See this picture of the Force Unleashed's Apprentice - http://content.mahalo.com/images/d/d0/SWTFU.2.jpg

That's about it, all opinions and posts appreciated.
Thank you, and shame on you for being a viewer :hehe:
I say... put back Fallout's old traveling system. There was nothing wrong with that one. But also give them the chance to walk around the wastes if they wish. Just not the Oblivion-esque quick travel. Please? :bowdown:
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chloe hampson
 
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Post » Wed Dec 09, 2009 9:44 am

I say... put back Fallout's old traveling system. There was nothing wrong with that one. But also give them the chance to walk around the wastes if they wish. Just not the Oblivion-esque quick travel. Please? :bowdown:


Seconded.
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Jah Allen
 
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Post » Wed Dec 09, 2009 2:16 am

3. Ration system; after a fast travel ceartain ammounts of food and water should be depleted from the inventorey, if you don't have sufficent rescources then the character faces penalties like Special scores being lowered or health lowered.

I generally hate having to eat food in RPGs, however I love this idea.
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Budgie
 
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Post » Wed Dec 09, 2009 8:51 am

1. Waiting times, i'd like it so that the distance traversed is made up for in the same interface sleeping or waiting uses.

Time does pass during fast travel already, doesn't it? Or do mean you'd just prefer a mechanic that conveys the passing of time better than just a loading screen?
2. Random events; i wan't to find myself in the middle of a crossfire between Outcasts and Raiders from time to time, not just un-eventfull wanering.

I'd be up for that.
3. Ration system; after a fast travel ceartain ammounts of food and water should be depleted from the inventorey, if you don't have sufficent rescources then the character faces penalties like Special scores being lowered or health lowered. (I'm half inclined to say the whole game should demand food at regular intervals and that there should be no stimpacks, but now is not the time)

That might work. I wouldn't be against, so long as food and water consumption was a regular thing. If it was only used during fast travel, you'd be effectively punishing the player for playing the game a certain way. If you simply had to eat and drink regularly regardless, then you'd just need to have some forethought before you fast-travelled (do you have enough food and water to make the trip?) And the up-side of just walking there would be more chances to find supplies along the way.
4. Visual effects; i wan't to see my character dust ridden, wrapping material around his face and trudging through hurricanes, this applies to normal traveling aswell. See this picture of the Force Unleashed's Apprentice - http://content.mahalo.com/images/d/d0/SWTFU.2.jpg

That'd be cool. I sort of always thought an interesting effect would be to see a little vignette of your character's travels replacing the loading screen during fast travel. Just a little something to convey that time is passing and things are happening. (Like in Indiana Jones, for example.)

I'd rather like most of these ideas. Again, just so long as you're not punishing the player for playing a certain way. There shouldn't be anything holding the player back from fast-travelling back and forth all the time that wouldn't also have an effect on walking there real-time.
I say... put back Fallout's old traveling system. There was nothing wrong with that one. But also give them the chance to walk around the wastes if they wish. Just not the Oblivion-esque quick travel. Please? :bowdown:

That might be a little hard to do. I agree, I rather liked that system. But you'd have to change the design philosophy behind Fallout 3 to get it to work. The idea behind Fallout 1's overmap was that each area was a self-contained node and you had to use the overmap to get anywhere else. The idea behind Fallout 3 is that the entire map is self-contained, there aren't any nodes.

This is why it was so much easier to do random encounters in Fallout 1. You'd just get dumped into an instanced location. In Fallout 3, you'd have to work out where along your path you get dumped into the world, what's already there, where the NPCs show up, etc (without placing them into existing walls or structures, for example.) It could be done, I imagine, though.

Is that what you mean, though? You just want random encounters? Or are you saying you want a series of self-contained nodes that can only be reached by fast-travelling?
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Soku Nyorah
 
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Post » Wed Dec 09, 2009 12:16 pm

Time does pass during fast travel already, doesn't it? Or do mean you'd just prefer a mechanic that conveys the passing of time better than just a loading screen?

I'd be up for that.

That might work. I wouldn't be against, so long as food and water consumption was a regular thing. If it was only used during fast travel, you'd be effectively punishing the player for playing the game a certain way. If you simply had to eat and drink regularly regardless, then you'd just need to have some forethought before you fast-travelled (do you have enough food and water to make the trip?) And the up-side of just walking there would be more chances to find supplies along the way.


That'd be cool. I sort of always thought an interesting effect would be to see a little vignette of your character's travels replacing the loading screen during fast travel. Just a little something to convey that time is passing and things are happening. (Like in Indiana Jones, for example.)

I'd rather like most of these ideas. Again, just so long as you're not punishing the player for playing a certain way. There shouldn't be anything holding the player back from fast-travelling back and forth all the time that wouldn't also have an effect on walking there real-time.

That might be a little hard to do. I agree, I rather liked that system. But you'd have to change the design philosophy behind Fallout 3 to get it to work. The idea behind Fallout 1's overmap was that each area was a self-contained node and you had to use the overmap to get anywhere else. The idea behind Fallout 3 is that the entire map is self-contained, there aren't any nodes.

This is why it was so much easier to do random encounters in Fallout 1. You'd just get dumped into an instanced location. In Fallout 3, you'd have to work out where along your path you get dumped into the world, what's already there, where the NPCs show up, etc (without placing them into existing walls or structures, for example.) It could be done, I imagine, though.

Is that what you mean, though? You just want random encounters? Or are you saying you want a series of self-contained nodes that can only be reached by fast-travelling?


The food instance should be applied to all situations, i hate being punished for playing in a ceartain way.. Dam you PGR 3...Dam you!

By waiting i mean the actual screen that passes seconds of real time for each second, although it should show some kind of visual effect instead of the sleep/wait box.

Random events, generalley i'd like more on the scale of large battles but that's not what i'm trying to convey. Take NWN2 for example, while fast traveling you could be ambushed or what not, so, basicalley small self contained enviroments in which to do battle or experience the event, although in hiensight this seems like a bad idea taking into account the sandbox nature of the game.

Thanks everyone for your comments, i'm pretty chuffed knowing iv'e had a good idea B)
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J.P loves
 
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Post » Wed Dec 09, 2009 3:40 am

I agree.

Also, i think there should be some sort of way to transport.

Bicycle maybe?

Or perhaps, riding some sort of animal?

Maybe mutated horses and or donkeys? depending on if Fallout 4 is set in a totally different area of the U.S. than previous ones.
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Krista Belle Davis
 
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Post » Tue Dec 08, 2009 11:12 pm

I agree.

Also, i think there should be some sort of way to transport.

Bicycle maybe?

Or perhaps, riding some sort of animal?

Maybe mutated horses and or donkeys? depending on if Fallout 4 is set in a totally different area of the U.S. than previous ones.


I don't think a bike would really fit the situation. :obliviongate:
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Tania Bunic
 
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Post » Wed Dec 09, 2009 6:40 am

I think, they should do something along the lines of Morrowinds Travel ability

I'm not saying there should be Teleporters, or Flying bugs..

But, in Morrowind.. you paid to Travel between points.. and you would lets say, take the Mage guild Teleporter to a town, then the Silt Strider, and then a boat to get to certain places on the map.. You still had to walk around, but it cut down on it, heavily


So, lets take Fallout 3, Theres a River, going through the entire map, from the North Corner to the south Corner.. instead of the River being Dammed at parts of the map.. it could still be free flowing.. and a type of Barge system implimented into the game.. and, perhaps, so it wouldn't be easy to make it to Rivit City, for the Main Quest.. you had to either finance such a boat, or do a quest getting parts for it, before you can show up at docks.. and then pay to travel up and down River

It would really open up at least more Realistic Settlements


But, thats just an example.. People can have still running Trucks, or Cars, or even a Verti bird.. that you could pay to take you to certain locations.. and travel from there


I understand Fast Travel is Optional, but.. its still tedious to walk everywhere, there should be some kind of payed travel system
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CSar L
 
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Post » Wed Dec 09, 2009 8:56 am

I don't have any problem with the current fast travel system. Maybe i wouldn't mind a chance at a random encounter during fast travel, but the rest of it, no thanks.
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lisa nuttall
 
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Post » Wed Dec 09, 2009 1:45 pm

I don't have any problem with the current fast travel system. Maybe i wouldn't mind a chance at a random encounter during fast travel, but the rest of it, no thanks.


Each to his own.

I also like the stopping at various places idea taken from Morrowind.
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jessica breen
 
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Post » Wed Dec 09, 2009 3:56 am

That'd be cool. I sort of always thought an interesting effect would be to see a little vignette of your character's travels replacing the loading screen during fast travel. Just a little something to convey that time is passing and things are happening. (Like in Indiana Jones, for example.)

Oh yeah. that would be the sweetest nectar.
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josie treuberg
 
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Post » Wed Dec 09, 2009 4:00 am

Oh yeah. that would be the sweetest nectar.


Yes it would my friend, yes it would....
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Add Me
 
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Post » Wed Dec 09, 2009 1:24 pm

I say... put back Fallout's old traveling system. There was nothing wrong with that one. But also give them the chance to walk around the wastes if they wish. Just not the Oblivion-esque quick travel. Please? :bowdown:


Yep, I agree. Worked pretty well.
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anna ley
 
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Post » Wed Dec 09, 2009 6:38 am

How about simply bringing back the FO1 and FO2 dotted line that shows your traveling route, along with a chance for random (or special) encounter?
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Katie Pollard
 
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Post » Tue Dec 08, 2009 11:49 pm

How about simply bringing back the FO1 and FO2 dotted line that shows your traveling route, along with a chance for random (or special) encounter?



Read Nu_Clear_Day's post.
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Bloomer
 
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Post » Wed Dec 09, 2009 12:47 am

That might be a little hard to do. I agree, I rather liked that system. But you'd have to change the design philosophy behind Fallout 3 to get it to work. The idea behind Fallout 1's overmap was that each area was a self-contained node and you had to use the overmap to get anywhere else. The idea behind Fallout 3 is that the entire map is self-contained, there aren't any nodes.

This is why it was so much easier to do random encounters in Fallout 1. You'd just get dumped into an instanced location. In Fallout 3, you'd have to work out where along your path you get dumped into the world, what's already there, where the NPCs show up, etc (without placing them into existing walls or structures, for example.) It could be done, I imagine, though.

Is that what you mean, though? You just want random encounters? Or are you saying you want a series of self-contained nodes that can only be reached by fast-travelling?


They'd have to change the design philosophy ? I doubt that, there are still nodes, they are just the places of interest. The map's already there, and basically it just has to record the location you're at and then just spawn you and whatever the hell the encounter was to have at that point. Doesn't seem that hard relative to everything else, but then again... heh.
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Jason White
 
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Post » Wed Dec 09, 2009 9:01 am

They'd have to change the design philosophy ? I doubt that, there are still nodes, they are just the places of interest. The map's already there, and basically it just has to record the location you're at and then just spawn you and whatever the hell the encounter was to have at that point. Doesn't seem that hard relative to everything else, but then again... heh.

Well, I suppose you could make it pretty easy, now that I'm thinking about it. You are right, there are set points you run into during fast travel - if you fast-travel to a place you've visited before, it has a specific place to set you. You could work something like that around the world map, pre-planned areas in the world map between locations that are designed to allow you a specific place to "pop in" at, and would accomodate for a number of random encounters.

The problem with doing it right now, is if you were to hit a random encounter, say 84% of the way between Megaton and Rivet City - that's a specific place in the world map (because it's all on one map, unlike Fallout 1 and 2.) That could be anything from right in the middle of a wall, in the middle of a river, etc. And dropping any encounter NPCs in there could end up anywhere, as well. Imagine popping back in to a random encounter in the midst of an abandoned factory that's already populated with it's own set of enemies, or to stumble across a caravan in the middle of a lake.

But you could probably have a number of set areas set up that had a chance of triggering a random encounter if you passed near enough to them. It would spawn you back into the world at a set location, with the level around it designed to accomodate for whatever you might encounter. There's plenty of open area in the Wastes that could accomodate something like.
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Angel Torres
 
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Post » Tue Dec 08, 2009 10:59 pm

They'd have to change the design philosophy ? I doubt that, there are still nodes, they are just the places of interest. The map's already there, and basically it just has to record the location you're at and then just spawn you and whatever the hell the encounter was to have at that point. Doesn't seem that hard relative to everything else, but then again... heh.


Seems easy to do to have a chance for random encounters in the same places you would have them if you didn't fast travel...sewer/metro entrences, etc. Unfortunately, this is one of those areas that have been impacted by the needs of the console gamers.
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Neil
 
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Post » Wed Dec 09, 2009 3:30 am

Seems easy to do to have a chance for random encounters in the same places you would have them if you didn't fast travel...sewer/metro entrences, etc. Unfortunately, this is one of those areas that have been impacted by the needs of the console gamers.


When I first heard about this, I was wondering how they'd work that. That does seem like a neat thing to have done, but I was wondering how they'd work in neat special encounters that have you finding an interesting site, for example a building that has some plot-hinting items inside or generally anything beyond the "You are ambushed by...." type of encounters.
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Eoh
 
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Post » Wed Dec 09, 2009 1:43 pm

When I first heard about this, I was wondering how they'd work that. That does seem like a neat thing to have done, but I was wondering how they'd work in neat special encounters that have you finding an interesting site, for example a building that has some plot-hinting items inside or generally anything beyond the "You are ambushed by...." type of encounters.

Well, if you have a network of pre-set areas to accomodate for anything you can throw at it (which basically just means a sufficient area of relatively flat and featureless ground,) then a random "location" encounter could just set the architecture down in a pre-set part of that location.

Or, just do without random locations - if there's enough regular locations to search out in the game world, then you probably don't even need the random element in that aspect.
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Avril Louise
 
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Post » Wed Dec 09, 2009 12:27 pm

Well, if you have a network of pre-set areas to accomodate for anything you can throw at it (which basically just means a sufficient area of relatively flat and featureless ground,) then a random "location" encounter could just set the architecture down in a pre-set part of that location.

Or, just do without random locations - if there's enough regular locations to search out in the game world, then you probably don't even need the random element in that aspect.


Areas are difficult in a game like this. It was easy in FO1/2 because the wasteland isn't real in that it only exists if a special encounter happens. A better way to do it is to "key" an exsiting location, so that information pointing to an existing location drops, along with a key. Find that building (the entrance is now activated) and head inside.
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candice keenan
 
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Post » Wed Dec 09, 2009 7:30 am

Well, if you have a network of pre-set areas to accomodate for anything you can throw at it (which basically just means a sufficient area of relatively flat and featureless ground,) then a random "location" encounter could just set the architecture down in a pre-set part of that location.

Or, just do without random locations - if there's enough regular locations to search out in the game world, then you probably don't even need the random element in that aspect.


Well doing it that way, it's not really as random as it could be. Although, thinking on it, while it might require a bit of work I don't see why they couldn't have done it that way (well ok I know why, heh). I guess I was just hoping for them to keep a signature piece of Fallout in the game, at the time. One reason I'd like the Fallout/2 travel system is that most of the terrain I had to hump across to get to my destination was filled with either nothing, or teeming masses of irritating hostiles I had to put down. But it does force people to explore a bit of the sandbox though.
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Kathryn Medows
 
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Post » Tue Dec 08, 2009 10:20 pm

Well doing it that way, it's not really as random as it could be. Although, thinking on it, while it might require a bit of work I don't see why they couldn't have done it that way (well ok I know why, heh). I guess I was just hoping for them to keep a signature piece of Fallout in the game, at the time. One reason I'd like the Fallout/2 travel system is that most of the terrain I had to hump across to get to my destination was filled with either nothing, or teeming masses of irritating hostiles I had to put down. But it does force people to explore a bit of the sandbox though.

But in FO2 you really didn't hump across the wasteland, you fast traveled across the wasteland. In FO3, you can walk from one map edge to the other...all the land is already used. If you want to do a special encounter location, it pretty much needs to be behind a door, in a new cell. (or an existing building that normally has no interior. Note, of course, that there are many NPC random events already in game.
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Victoria Vasileva
 
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Post » Wed Dec 09, 2009 9:28 am

But in FO2 you really didn't hump across the wasteland, you fast traveled across the wasteland. In FO3, you can walk from one map edge to the other...all the land is already used. If you want to do a special encounter location, it pretty much needs to be behind a door, in a new cell. (or an existing building that normally has no interior. Note, of course, that there are many NPC random events already in game.


I meant that the current system led to me humping it across rather uninteresting or uninspiring wasteland (particularly that horrendous trip to Vault 112). I should have improved the wording though, hm.
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