I would like to have driving as a skill. Then use a car or motorbike as a warp to wherever I'm going. In that I would like to have a chance of random encounters during travel with those chances being less and less the higher the driving skill.
I would like to have driving as a skill. Then use a car or motorbike as a warp to wherever I'm going. In that I would like to have a chance of random encounters during travel with those chances being less and less the higher the driving skill.
Yes, even if I can't DRIVE drive a vehicle, being able to have a transport that's not a vertibird to act as a fast travel node would be awesome.
I may be in the minority, but I just...don't like Vertibirds. Never have liked helicopters, really.
Ridable Yao Guai Mounts?
This needs to happen!
Voted: Other
There is no such thing as Warp; there is only setting a destination, and walking there, possibly driving there (if there are vehicles). (That's what map travel means; if it were warping, then the game clock would not advance several hours during the trip... and the PC would simply appear elsewhere in the next few seconds of game-time ~this doesn't happen.)
There should be no practical difference between the two, and neither should be riskier than the other. It should not matter to the PC either way, and to the player it should be a choice of whether to trudge it out manually in FPP/TPP from point A to B, or to simply select a destination on the map to send the PC [ie. have them trudge along on their own without bothering the player about it, until they arrive].
I think it would be nice of the overland map from the series was restored as it should be, and could effectively be https://www.dropbox.com/s/mhb0u90nucxjrta/Fallout-styled-3d-map.mp4?dl=0 ~~Why not, at this point?
I think it would be nice if hiring on (and traveling) with the caravans were restored to the series was restored as it should be. The PC would have allies during an ambush, and would get paid to travel; just like in Fallout (1&2).
I think it would be nice if a vehicle could be fixed and used; (as was done in Fallout 2). It should be usable in FPP, TPP or via the map; and either way it should drastically shorten the elapsed game time from travel.
** I think it would be nice for them to fix the overland travel mode [broken in Oblivion & FO3], such that it not remain an exploit that ignores elapsing drug [spell] effects, and such that ambushes may happen along the way, as well as neutral or beneficial encounters ~as was done in the series prior to FO3.
I like FT, but my vote goes to vertibird option. Like the bus in Far Cry 2.
Voted other.
I like this one.
I think the standard fast travel and then eventually being able to use the vertibird to travel almost anywhere and then just land or jump out will be a blast.
I do hope that there is a real cost for using the vertibird and it is not a freebie.
I think that the lack of loading screens will help make fast travel less of an issue.
I mean if you travel some place and then have to do a load screen anyway, why not fast travel and be there after the load screen completed.
I also liked the Witcher 3 fast travel where you had to reach a harbor or a signpost to fast travel.
You had to travel to a signpost and then you could only fast travel to another signpost or harbor that you had already been to or had a map of.
It had the convenience but still felt like you were traveling great distances.
The retro example might be interesting, where you fast travel and then go to a map and see where you are on the map as you travel to your destination.
And perhaps have an encounter you can chose to try to avoid.
I do hope that what ever fast travel method is used that there are some interesting special encounters that pop up once in a while with a mix of strange and or dangerous encounters.
The random encounters were some of the best parts of F3 and FONV.
I'd even like an option to have fast travel interrupted by a random encounter.
That said, I'd also like the option, if you were not surprised by the encounter, to chose to try to avoid a random encounter depending on your perception, sneak ability, and general survival "skills".
Don't want to get hit with them all the time, but having a few special encounters could reinforce the riskiness and the weirdness of traveling in the Boston Wasteland.
The original method of abstracted walk that isn't impervious to possible hazards on the road.
If not that (and likely not), few vertibird/other transportation spots scattered across the map.
I prefer it if they keep the traditional method of fast travel and just "warp" to previously discovered locations at an elapsed time rate as the game has in Fallout's 3 and New Vegas. It works, it's simple and people know how to do it.
Sometimes simplicity is the best route.
Yep. The Powder Gangers were convicts the NCR sent to Mojave to help clear the rail lines to the NCR's already-working rail system.
If you spend 100 hours in game, and always fast travel, that game play time could equal 150 hours id only you'd have walked everywhere. I want to get the most out of a game I can, so fast travelling baffles me. Why pay for a wonderful open world to magically warp all around it in seconds?
No thank.
because it is not warping around in any way. As said MANY, MANY times, it still takes teh time away from the clock and any time related events STILL happen, and is useful for the long walks that have NOTHING interesting happening, like the walk from Jacobs Town to pretty much anywhere, there is NOTING to see, nothing really spawns except some bugs on that road.
Warp warp warp, in game cheat, fast travel = lazy. Might as well play Call of Booty
Well, that's insulting and demonstrating that you didn't even read PKMN's post.
Maybe you should read my post.......it is not warping, not in any way.
Also, i would LOVE to play a game called call of booty, is it like dead or alive volleyball?
You warp from one location to another
Its like dead or alive volleyball, only the balls are floating butts and its set inside a military base
I can already tell you are a lost cause, so i am not even going to bother arguing.
there is no argument
just an opinion
I think fast travel is cheap and lazy, you don't
that's all there is too it really lol
Regular fast travel works just fine, but could be flashier and more well-received by going back to Fallout roots. After selecting a map point to travel to, a full screen map is displayed sort of like a loading screen and you see a marker make the journey on the map. Chance for encounters, good or bad, depending on stats and skills. Quick and realistic. Random encounters can also occur when you reach the destination, like the ambush encounters that could happen in earlier games.
Added bonus, loading of the area can be done in the background.
50 hours of pointless busywork, just to pad out a playtime to no real purpose?
No thanks.
I'd rather spend my 100 hours on fun stuff, like exploring, enjoying the view, etc..... not walking back and forth for the 18th time on the same, totally-cleared-out-path, no longer even paying attention to the wonderful open world around me because I'm so sick & tired of the repetition.
And then spend another 100 hours on a new character.
As a mod creator I do not have nearly as much "play time" as others so I do agree with having fast travel to maximize my new experiences with the time I do have to play. However I might accept "no fast travel" if (only if) there was a very rich random (or better not so random) encounters system that allowed for completely new and yet detailed experiences on the a paths that have been traveled dozens of times already. Kind of like "radiant quests" that focused only in areas/roads you have already traveled a lot.
What I meant was, randomly zipping around the map magically, breaks my immersion. I enjoy having to walk from place to place. Like I said EVERYONE PLAYS DIFFERENTLY, we all have different opinions, no need to be so hostile.