» Sat Oct 03, 2009 9:54 pm
I have a travel system proposal that combines elements from three different fast travel systems.
Daggerfall’s travel options
Morrowind’s travel services
Red Dead Redemption’s real time travel
Say you’re at one ruin and you want to get to another on the other side of the map. You select the endpoint on your travel map, your direct travel method, and then the major city or two you’d travel through to reach the destination. The fast travel system automatically determines the small towns you’ll pass through on your route, and then you can select the overall interaction with the small towns. Then the system calculates the gold it would cost to travel by the methods you’ve selected, and the number of game days it would take. You can also select the interaction with the large towns,
It might take you a few seconds to fill this out, during which your destination could be loading in the background. If you stop anywhere on the route, the same travel plans stay selected until you reach your destination. The overall selections should be remembered for next time, so you can keep your travel preferences intact for the next time you fast travel.
Of course a lot of this depends on somewhat large distances that can’t be crossed in a couple minutes gametime, so the map might be too small for this. It also depends on time limits on quests, like Daggerfall had.
Overall interactions with towns would be to: Rest, resupply, or stop for item of interest. I expect many pass through small towns to be somewhat samey and not often be worth looking around in. You could spend a couple minutes shopping in the big towns if you thought you might find something. Stopping at relevant religious sites should also be an option, along with the ability to spend the night at the temple instead of the tavern.
Direct travel methods include: Walking, riding, carting, skiing, sledding, or boating. They depend on what you own or have available to your character.
Paid travel methods include: Trade caravans, carriages, supply ships, keelboats, sailboats
Limited travel methods include: Mages guild travel, giant slings you, dragon ride.
Trade caravans and supply ships are not fast, but they provide protection from harassment by animals and bandits, they’re cheap to travel with, and you are fully rested and fed when traveling with them. You have to wait around for them to begin, so some extra time in waiting can be lost. Keelboats are the river’s version of supply ships, sailboats are the sea’s version of carriages.
Carriages go anywhere the roads are well enough established anytime you want to go. They are relatively expensive, and at a slightly higher risk of being attacked by bandits.
Mages guild teleportation should only be available to mid and high ranked mages in the guild, but it can send you anywhere. You cannot access it from the fast travel screen
Giant throwing is having a giant physically throw you across a gorge, ravine, or river. It’s up to you to cast slowfall. You cannot access it from the fast travel screen.
If you walk up to the station of any of these paid travel methods, you can experience the travel in real time. You get on board the ship or carriage or whatever, wait until it is time to depart, then ride it to the destination like you could in Red Dead Redemption.
All the sections not covered by a travel network are taken care of by the travel methods you have available to you. Costs of the horse (feed, shodding) are calculated into overnight stays, but you will have far fewer overnight stays or stops if you have a horse.