I heard that fast travel might included in a future update of the game and I think it might break the experience as we know it. Travelling would be less rewarding, preventing towns and your own base from being raided would become too easy, easier to avoid bandits, getting money would be an easy task because it would be possible to skip around towns and trade resources, the feeling of being a small pawn in a big world would decrease.
So I suggest a way to avoid these issues and still add something to replace fast travel. Adding steampunk taxi carriages that can only be found in rich towns and can only take you to certain nearby areas for a big fee.
There it is, what do you guys think?
Replacement for Fast Travel
me neither, i can't think of a consistent way to add it. what should fast travel be like?
a) time-skip for the whole world --> it would be necessary to simulate events (e.g. your smith producing weapons while you travel). That would be like a fast forward button... if i don't want to wait for my research to finish, i just skip forward until it's done...
b) time-skip for part of the world (e.g. the travelling group) that would break the timeline. it's simply inconsistent, that you can travel around the world in no time while your production and espacially the research take (a lot) of time.
c) no time-skip, but the travellers just vanish for a certain time, to pop up elsewhere at some later date... that would make the large open world redundant. why should you try to survive out there (e.g. as a trader) when you don't have to (at all).
as a) and b) seem counter intuitive, the third option cancels large parts of the game and i don't really see the point. In the beginning you would run through the world and get stronger in the progress. Later in the game, e.g. if you are a trader and have your base and production running, you don't care about the travel time. i guess you will be able to setup a traiding route to other towns, create a caravan (there's still a chance that pack animals are beeing included) with some guards (you might even be able to hire those) or follow an ai caravan and do something else, while they are on their way.
in case such advanced traiding options are not implemented, you can still buy a house in a nearby town, setup a shop and storage there, station a single teammate and use him as a travepoint for your traiding or supplying group.
my point being, it's an open end sandbox game and in time there are going to be so many things that you need to or can manage, that travel time becomes insignificant.
p.s.: back to topic: if those carriages "warp" you to your destination, you'd face the problems of a) or b). if they should really travel through the world, they would be the vehicles that are supposed to break the combat system and therefor aren't planed to be implemented.
a) time-skip for the whole world --> it would be necessary to simulate events (e.g. your smith producing weapons while you travel). That would be like a fast forward button... if i don't want to wait for my research to finish, i just skip forward until it's done...
b) time-skip for part of the world (e.g. the travelling group) that would break the timeline. it's simply inconsistent, that you can travel around the world in no time while your production and espacially the research take (a lot) of time.
c) no time-skip, but the travellers just vanish for a certain time, to pop up elsewhere at some later date... that would make the large open world redundant. why should you try to survive out there (e.g. as a trader) when you don't have to (at all).
as a) and b) seem counter intuitive, the third option cancels large parts of the game and i don't really see the point. In the beginning you would run through the world and get stronger in the progress. Later in the game, e.g. if you are a trader and have your base and production running, you don't care about the travel time. i guess you will be able to setup a traiding route to other towns, create a caravan (there's still a chance that pack animals are beeing included) with some guards (you might even be able to hire those) or follow an ai caravan and do something else, while they are on their way.
in case such advanced traiding options are not implemented, you can still buy a house in a nearby town, setup a shop and storage there, station a single teammate and use him as a travepoint for your traiding or supplying group.
my point being, it's an open end sandbox game and in time there are going to be so many things that you need to or can manage, that travel time becomes insignificant.
p.s.: back to topic: if those carriages "warp" you to your destination, you'd face the problems of a) or b). if they should really travel through the world, they would be the vehicles that are supposed to break the combat system and therefor aren't planed to be implemented.
"Fast travel" will be controlled through the map afaik.
This was posted in Q1 2012.
This was posted in Q1 2012.
Chris_The_Great wrote:the world map will be a big control center like in jagged alliance 2.
You should always proofread carefully to make sure you didn't any words out.
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