» Fri Feb 18, 2011 11:41 pm
Dear Bethesda and fellow TES fans,
With the announcement of TES V drawing nigh, and it perhaps being too late for the ideas presented in this post to be implemented in the game, I convey my deepest regrets that I have not shared my thoughts on this matter before, and I beg your sincere apology. No one else is to blame for my neglect of my obligation to humanity, and I take full responsibility. I hope that you can forgive me and that this post has not come too late.
Now, let me present my vision. If some of this seems familiar to you, it might be because (1) it is based on existing concepts, (2) someone might by chance have had some of the same ideas as me and (3) I've posted some of this before, using another account which sadly has been lost in the sands of time (it's a long story...). Anyway, here's my vision of an improved...
FAST TRAVEL SYSTEM
Content:
1.0 -- Introduction
2.0 -- Modes of transport
3.0 -- The waiting system
4.0 -- Random encounters
5.0 -- Other
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1.0 -- Introduction
Let me put it this way: Oblivion's fast travel system was [I might as well censor this myself]. It didn't make sense, it was immersion breaking - it generally slurped (which is almost the same as to svck). The player was basically teleported from spot A to spot B while the clock was set a few minutes ahead in time, with all that this entails. I won't be discussing the failures of the system too much, in part because this is a suggestion thread and not a complaint thread; Also because of my deep respect to Bethesda, and mostly because I really should be doing my homework and don't have time for this.
As many others, I'm hoping Bethesda spent the five years-or-so since Oblivion squeezing every ounce of creativity and skill out of their brilliant minds to make us the best game possible. Part of this time should have been spent on making a world that's awfully huge - at least that would make me squeal with joy. With a large world like I'm hoping for, there's a lot that needs to be done to make traveling it a pleasant experience; first of all, there's:
2.0 -- Modes of transport
To make the fast travel better, we need to re-introduce other modes of travel than horseback and footsies. We need caravans, ships, balloons, carts, carriages, mounts of all varieties - and of course, my favorite, the very convenient palanquin. You can own a vehicle and go whereever you want, or you can pay for passage or offer your services as a guard - or even threaten a poor peasant to let you sit on his hay-cart (think sandbox, people).
Teleport facilities in Mage Guild halls and teleportation spells for adept mages are of course also welcome, seeing that they are part of accepted lore. What I don't want, however, is everything to be like the teleportation. "Approach transport - activate - pay - loading screen appears and you pop out at your destination."
IMO, it would be much more believable and fun if you paid for the transport (or did whatever you did to make the guy 'agree' to transport you), took a seat/spot on the floor/hang on to the guy's back, and -- here's the revolutionary part -- the transport starts actually moving - in real time!
If you want to fast travel by foot or on your own/"borrowed" horse, you select your destination on the map, exit the map -- and the horse/you starts moving. You're on autopilot, head for the nearest path/road, at walking speed, and enjoy the scenery passing by.
Here's where I introduce the waiting system:
3.0 -- The waiting system
While I'm sure Bethesda will have made some spectacular scenery for you to enjoy while your character's sitting there comfortably on his/her/it's favorite saddle or seat, the player might not want to spend the next two-three days it'll take to cross the continent just staring at a horse's ass. Don't worry -- I've thought of this. Here's the solution:
You've got a wait button -- but it's not like the wait buttons you had in Oblivion. You press wait, and a box pops up with a slider. Normally, the slider's all the way to the left, causing time to pass by at regular pace (about 1 sec in RL equals 1 sec in-game). If you move the slider more to the right, time will pass by more quickly -- almost like pressing fast-forward on your DVD/BluRay player -- and your transport will move proportionately faster. This means it'll take as much time for the character to move from A to B with fast travel as without, but it will be a much shorter time for the player.
You can choose to set the slider all the way to the right -- making the landscape whoosh past -- or you can choose not to 'wait' at all, just enjoying the ride in real-time. If you're on a wagon or in a ship's hull - anywhere you can lie down on something soft and sleep -- you can do this too. The concept is the same - the only difference being that you regenerate more health and such - and it'll of course affect random encounters (which I'll handle further down).
Now, to make the travel smoother on the game engine, we could make it so that when you're fast-forwarding really fast, everything goes blurry outside the confines of the road/outside a certain radius. The game wouldn't load every cell you enter -- it'd rather just load the road and something like distant landscapes, only closer, until you choose to slow down again.
Now, for something I know many fans want:
4.0 -- Random Encounters
For every cell/section of the road/ocean/whatever you travel across, there's a chance of a random encounter. It doesn't have to be a wolf, bandit, minotaur or something hostile every time - and you could go long distances without meeting anything. Here I think there's many good ideas out there in the imaginations of my fellow TES fans, and I'm sure Bethesda employees would love to be more creative than what they were in Oblivion.
There'll be peaceful encounters, like traders and other adventurers, and there'll be hostile ones, like bandit ambushes and ... yeah - wolves (but please don't overdo this one...)At sea, there could be pirate ships and giant octopi. If you're in a mountainous region, there could be landslides, or if its raining, there might be so much mud that your wagon is stuck and you have to dig it out. A herd of sheep might be crossing the road so that you have to stop and wait, or plough mercilessly through it with your fire-enchanted claymore. Developers, go crazy! We all love variation -- and surprises.
If you're waiting and encounter something dangerous, you could be slowed down to regular time, the entire cell loads, and a fight ensues. If you're sleeping you might have to be awakened by someone or be alerted by sounds (or your spidersense or whatever). If you're not perceptive enough, you might be turned into a pincushion in your sleep, or knocked down from your horse from behind.
5.0 -- Other
Now my girlfriend just called me and said she's been waiting for me downtown for two hours... [censored]. I'll just... be down there. Gotta run guys! Hope you like my suggestions -- and please give feedback.
There's a lot that could be done with this kind of system! The possibilities are endless. Quests relating to transport. Commerce. Trade routes. Roleplaying a bandit overlord. etc etc etc. Bye.