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?