Here I wanted to add some comments and additions to a good list of suggestions. :shifty:
First of all I think that all the "Fast Travel" methods should in a way supply a game map for the players to chose the destination from. You take the map and select your destination from that map, and here it goes:
A. There will be Transporters working at every Mage's Guild who will send you to any other Mage's Guild for a price.
Good suggestion, but one question, does it work for anyone or only the mage guild members?
I think that it should work for anyone, but the fees should vary depending on your status within the guild.
And some special and/or secret destinations should only open-up as you advance your way through the mage guild quest line.
The guild guide would give you a map of the province to look at and select your destination from the map's currently available destination points.
For instance some of the smaller guild halls would not initially have a guild guide, but during the course of the quest-line the player could rescue, convince, or induce a character in any way to act as the guild guide for the place, and from that moment, that destination would be added to the mage guild guide's destination map.
B. There will be carriage/boat services at every main town and many small ones.
Again the players could add new source/destination to the default travel routes by cleaning, opening, safe-guarding, new routes, or convincing new characters to act as traveling services, and so on...
The player talks to the travel service character and then boards the ship/carriage, you talk to the captain or pull the bell cord of the carriage and the captain/coachman supplies you with a map with all his/her available destination marked as a cross on that map.
You select the destination and give the map back to the npc, and then the travel begins. You can stand on the deck or sit on the coach seat, and any time you could select the ship cabin's bed to sleep for the rest of the journey, or select the carriage's seat and select the "sleep" option to bypass the rest of the journey.
But there can be a chance of interruption at some key points of the route, by some events, like a war, hijack, accident, road guard check post, or a new quest trigger, like this:
The ship/carriage stops abruptly at the middle of the route and you have the option to look at the map to see where are you, and you could exit the carriage or come to the deck of the ship, and see what has interrupted your journey.
The captain/coachman tells you that he has seen a commotion and stopped to see what has happened, and you look at the coast/road ahead and see a group of bandit fighting with a coachman and a guard beside a coach in which a lady is screaming, and you could decide to intervene or ignore and tell the captain/coachman to continue with the journey and go back to sleep...
C. There will be a Teleportation Spell/Scroll/Enchantment that will warp you to the nearest Mage's Guild (just like the Intervention Spells from MW).
There can be different types, like the one that teleport you to the nearest cathedral, or nearest mage-guild, or nearest of the province's other significant center of some-cult/activity.
D. There will be a Mark/Recall Spell/Scroll/Enchantment which allows for up to 10 marks. For every active Mark the cost of casting recall increases. To offset this, the Enchantment will be very expensive to create and the scrolls will be uncommon.
Nice options, and some places are hexed/enchanted to prevent the effect of the "Mark" spell.
The mark spell can create a dimensional gate that appears in the middle of the place. You enter one. You can select the destination of another dimensional door from an ethereal map, and jump to that place.
But the journey affects your body and/or mind, so that you might lose some magicka, fatigue, and/or health, and you might wear some other negative effects for a while as well, and those effects become more and more severe with more open gates, so you have to dispel/close a gate when you sense that you do not need it that much.
E. There will be a horse/mount that you can buy that allows map travel while mounted. Chance of being interrupted while travel path is not on main roads.
I don't understand, it you are riding your mount/carriage/boat you can stop any time you like, interrupted or not. :poke:
I might want to see some type of glider/wing that you could find and wear, and use as you jump over a cliff, to travel some distances before you are forced to land.
This system will give everyone what they want.
They should also consider adding something akin to the Dunmer Strongholds in that there will be a super awesome teleportation system, but in order to use it you have to spend some time hunting down the keys.
OK, as I have already suggested in another thread, some type of Ayleid Step, Propyllon Chamber, or any other monument, could be available, and you could get a quest-line from an NPC to find and activate them one by one, so that you enter/step on an activated one a magical map would open for you to select another activated one on that map to jump to with no/minimum negative effects.
Some times you are not given the option to select the destination from the map and you are told that it has malfunctioned and lands you into an unknown dungeon, open or isolate from the outside world.
You can mark the spot and step back and try another time or continue with the current dungeon... :angel:
OK that's it, for now.
Edit: Some more clarifications.