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immersive fast travel idea

  • Member
    November 23, 2015

    I was just trying to figure out a way to justify/ make fast travelling more roleplay friendly.

    My idea is to only be able to fast travel between vaults ive discovered, or to where my power armor is currently stored. so if i want to fast travel i have to run to a vault nearby and travel to the vault closest to where im going. I was thinking about it in terms of the vaults having secret systems to teleport between them and power armor comes equipped with such a device as well.

    Tell me what you think, I dont know how most people feel about fast travel in roleplaying terms but i always try to come up with a logical way it could work.

  • Member
    November 29, 2015

    I feel that fast travel is fine in certain cases. For instance, fast travel should be okay if your character is in a rush or so. Say Bobby has to get from point A to point B. If Bobby isn't in a rush he should not fast travel. However, say Bobby's character entire attention and energy is devoted to getting there AS FAST AS POSSIBLE, than fast travel should be used. In my own game I use fast travel normally after completing a detective quest, minor side quest, or small faction quest (like a "go fetch" quest where all you have to do is find something) because that's what my characters main concern is at time. He is dead set on completing that quest, like go here and kill everyone, return for reward, etc. So I think fast travel is reasonable role play wise in certain cases, while in others I should be avoided.

    The idea isn't that there is a way fast travel works, but rather why it should be used. After all, time does pass when fast traveling, so it is implied your character is moving through the wasteland themselves, and that there isn't some magical "deus ex machina" way of solving how fast travel works.

  • Member
    March 14, 2016

    If I'm going to rule out fast travel for a play through I tend to find a way to make it work through resources. After fully joining BoS and being given a way to call vertibirds  I get myself to a place which would have enough room for the vertibird to at least hover, and FT myself wherever I'm going like I've called in for an extraction. After a point in the main story, if I'm a member of the Railroad or have  certain amount of intellect, I or Tinker Tom have hacked my Pip-Boy to piggyback on the Institute's teleportation frequencies. In the Institute obviously you can use their system legitimately. I've never really worked out how to get around it in the Minute Men. Also toyed with the idea of Wasteland Whisperer allowing me to hitch a ride on some of the larger creatures - riding around on a deathclaw would surely get you from A to B faster than being on foot!

  • March 14, 2016

    The way I handled Minutemen fast travel is that I only let myself fast travel between settlements that I had made fully functional. For me, that was only a few, including Sanctuary, the Castle, Nordhagen Beach, and Starlight.

  • Member
    April 20, 2016

    This isn't what I do but really, a lore friendly mod would be bike's, like you have a bike workbench where you gather like pre made parts or you can make them yourself, with things like  Springs, steel, rubber and all that and maybe even have like reinforced wheels and you can like paint it.

  • Member
    April 21, 2016
    Bikes wouldn't work only because they'd be too fast. Never mind Bethesda would flop the mechanics, the commonwealth map can already be crossed in... I think 7 minutes I read? By moving in a straight line across it.
  • Member
    April 22, 2016

    Nah, like bicycles, but like a modder should do it when the CK comes out if they can, but walking's so boring why not do a drive by with your new commonwealth premium bike, $9.99 only!