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Created page with " = Caravan System = The '''Caravan System''' allows players to undertake lucrative escort missions across the wasteland worldmap. By interacting with caravan carts located in various towns, players can initiate commercial transport routes, protecting an automated caravan group from hostile encounters as they travel to a designated target location. Completing these runs provides secure financial payouts, valuable trade goods, and character progression. == Overview == The..."
 
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= Caravan System =
= Caravans =
The '''Caravan System''' allows players to undertake lucrative escort missions across the wasteland worldmap. By interacting with caravan carts located in various towns, players can initiate commercial transport routes, protecting an automated caravan group from hostile encounters as they travel to a designated target location. Completing these runs provides secure financial payouts, valuable trade goods, and character progression.
The '''Caravan System''' allows players to undertake lucrative escort missions across the wasteland worldmap. By interacting with caravan carts located in various towns, players can initiate commercial transport routes, protecting an automated caravan group from hostile encounters as they travel to a designated target location. Completing these runs provides secure financial payouts, valuable trade goods, and character progression.


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|Ground Spawn
|Ground Spawn
|Spawns '''2 to 4 Box Lifting crates''' on the destination map.
|Spawns '''2 to 4 Box Lifting crates''' on the destination map.
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Caravan payouts are subject to a market fluctuation system based on supply, demand, and faction control:
Caravan payouts are subject to a market fluctuation system based on supply, demand, and faction control:


* '''Route Frequency Adjustments''': Every time a specific destination route is completed, its payout value drops, up to a maximum penalty of '''-50% value'''. Concurrently, all non-utilized alternative routes across the wasteland see their values gradually recover.
* '''Route Frequency Adjustments''': Every time a specific destination route is completed, its value drops after payout, up to a maximum penalty of '''-50% value'''. Concurrently, all non-utilized alternative routes across the wasteland see their values gradually recover.
* '''Town Support Bonuses''': Settlements governed by player factions or specific town control status provide a localized payout bonus, which stacks directly onto the caravan's base reward caps.
* '''Town Support Bonuses''': Settlements governed by player factions or specific town control status provide a localized payout bonus, which stacks directly onto the caravan's base reward caps.


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Beyond standard shipping assignments, players may encounter unique caravan variants:
Beyond standard shipping assignments, players may encounter unique caravan variants:


* '''Standard Caravans (Type 0)''': The default transport mode. Spawns '''2 Brahmin Carts''' as cover and environmental objects during combat encounters.
* '''Standard Caravans''': The default transport mode. Spawns '''2 Brahmin Carts''' as cover and environmental objects during combat encounters.
* '''Gunrunners Convoy (Type 1)''': A specialized faction event tracing from the Boneyard to the NCR. The number of spawned '''Brahmin Carts''' scales based on defense force size (ranging from '''1 to 4 carts'''), accompanied by a secure '''Ammo Box'''. '''Friendly Fire Reflection''' is permanently active on these maps.
* '''Gunrunners Convoy''': A specialized faction event tracing from the Boneyard to the NCR. The number of spawned '''Brahmin Carts''' scales based on defense force size (ranging from '''1 to 4 carts'''), accompanied by a secure '''Ammo Box'''. '''Friendly Fire Reflection''' is permanently active on these maps.
* '''Brotherhood of Steel Patrol (Type 2)''': A heavily armed, looping deployment operating out of the Brotherhood Entrance. This mission replaces transport carts with a '''Convoy Hummer''' and an '''Ammo Box''', supported by '''2 Brotherhood Soldiers'''. This variant features an explicit tactical objective requiring players to eliminate an influx of super mutants, tracking progress via an active '''Mutants Killed''' counter.
* '''Brotherhood of Steel Patrol''': A heavily armed, looping deployment operating out of the Brotherhood Entrance. This mission replaces transport carts with a '''Convoy Hummer''' and an '''Ammo Box''', supported by '''2 Brotherhood Soldiers'''. This variant features an explicit tactical objective requiring players to eliminate an influx of super mutants, tracking progress via an active '''Mutants Killed''' counter.


=== Leader Archetypes ===
=== Leader Archetypes ===
The automated guide leading the convoy possesses distinct operational traits:
The automated guide leading the convoy possesses distinct operational traits:


* '''Standard Leader''': Equipped with an '''Assault Rifle''' and features a lawful AI profile, '''Full Vision''' enhancements, and '''Unlimited Ammo'''.
* '''Standard Leader''': Equipped with an '''Assault Rifle.'''
* '''BoS Patrol Leader''': Utilizes a high-caliber '''Sniper Rifle''' instead of standard military rifles.
* '''Chuck Lee Variant''': There is a rare, randomized '''1% chance''' that the standard guide will be replaced by the unique elite entity '''Chuck Lee''' upon departure.
* '''Chuck Lee Variant''': There is a rare, randomized '''1% chance''' that the standard guide will be replaced by the unique elite entity '''Chuck Lee''' upon departure.


== Edge Cases, Failures, & Rules ==
== Failures ==
Understanding the safety mechanics and hard constraints of the system is vital for preventing catastrophic mission loss:
The success caravan relies entirely on the survival of the convoy guide. If the '''Caravan Leader is killed''' at any point during an encounter, the entire caravan run fails instantly.
 
* '''Encounter Restoration''': Whenever a caravan drops from the worldmap into a localized encounter, the Caravan Leader is automatically cleansed of all negative statuses. Their current health is fully restored, and crippling statuses—including blinded eyes, fractured arms, broken legs, poisoning, radiation, and bleeding—are completely cured.
* '''Safe Zone Transit''': If the chosen destination map resides within a designated non-PvP protection zone, the worldmap travel group bypasses hostile entry vectors and transits safely into the town's secure interior sector upon arrival.
 
<blockquote>⚠️ CRITICAL HAZARD WARNING: LEADER ELIMINATION
The structural integrity of the caravan relies entirely on the survival of the convoy guide. If the '''Caravan Leader''' suffers fatal damage ('''HP <= 0''') at any point during an encounter, the entire operation fails instantly.


A system alert reading '''LeaderDied''' will issue to all escorting players, the active caravan data pool will be instantly purged, and all rights to bank transfers or item spawns at the target destination are permanently forfeited. Protecting the leader must remain your absolute tactical priority.</blockquote>
Upon failure. No rewards can be received.
[[Category:Systems]]

Latest revision as of 10:22, 28 May 2026

Caravans

The Caravan System allows players to undertake lucrative escort missions across the wasteland worldmap. By interacting with caravan carts located in various towns, players can initiate commercial transport routes, protecting an automated caravan group from hostile encounters as they travel to a designated target location. Completing these runs provides secure financial payouts, valuable trade goods, and character progression.

Overview

The core gameplay loop involves registering a caravan at a town hub, staging the transport party, and navigating sequential coordinates across the worldmap. The caravan automatically moves toward its destination but can be pulled into local encounter zones due to wilderness hazards.

Caravans can be conducted individually or with an organized party. The active pool of caravans is tracked globally, and rewards dynamically fluctuate based on how frequently specific routes are utilized by the player base.

Locations / Availability

Caravans can be negotiated at specialized terminals or cart infrastructure across major settlements. The table below outlines all standard commercial routes available in the wasteland:

Origin Hub Destination Base Reward (Caps)
Junktown New California Republic (NCR) 560
Junktown Boneyard 400
Junktown Broken Hills 1230
The Hub New California Republic (NCR) 710
The Hub San Francisco 1700
Boneyard Junktown 400
New California Republic (NCR) Broken Hills 620
New California Republic (NCR) Junktown 560
New California Republic (NCR) San Francisco 1440
New California Republic (NCR) Vault City 1150
San Francisco New Reno 960
San Francisco New California Republic (NCR) 1440
Broken Hills Junktown 1230
Broken Hills Gecko 700
Broken Hills New Reno 610
Broken Hills New California Republic (NCR) 620
New Reno Redding 530
New Reno Broken Hills 610
New Reno San Francisco 960
Vault City Modoc 530
Vault City Redding 970
Vault City New California Republic (NCR) 1150
Gecko Modoc 610
Gecko Broken Hills 700
Modoc Klamath 970
Modoc Gecko 610
Modoc Vault City 530
Redding The Den 520
Redding Vault City 970
Redding New Reno 530
The Den Klamath 260
The Den Redding 520
Klamath Modoc 970
Klamath The Den 260

Core Methods / Mechanics

Journey Mechanics

  • Initialization: Interacting with a caravan manager lets the player and it's party create caravan group and choose a path. Upon confirmation everyone is moved to worldmap with caravan.
  • Worldmap Travel: The group transits to the worldmap automatically. The Caravan Leader dictates the travel path, progressing through pre-calculated map waypoints.
  • Encounter Transitions: If intercepted by hostile forces, the caravan drops into a encounter map.
  • Resuming Travel: If there are no threats and map is secure, speaking to the leader allows the group to transit back to the worldmap to continue the journey.

Turn-In & Completion Rewards

Upon successfully reaching the final destination waypoint, the caravan concludes and distributes the following resources to all participating players:

Reward Component Distribution Method Impact / Scaling
Caps Direct Bank Transfer Scaled dynamically via Route Frequency Modifiers.
Experience Points Instant Grant Flat 500 EXP awarded to each player.
Trade Supplies Ground Spawn Spawns 2 to 4 Box Lifting crates on the destination map.

Behavioral Modifiers / Traits / Sub-systems

Dynamic Economy Modifiers

Caravan payouts are subject to a market fluctuation system based on supply, demand, and faction control:

  • Route Frequency Adjustments: Every time a specific destination route is completed, its value drops after payout, up to a maximum penalty of -50% value. Concurrently, all non-utilized alternative routes across the wasteland see their values gradually recover.
  • Town Support Bonuses: Settlements governed by player factions or specific town control status provide a localized payout bonus, which stacks directly onto the caravan's base reward caps.

Caravan Variants & Events

Beyond standard shipping assignments, players may encounter unique caravan variants:

  • Standard Caravans: The default transport mode. Spawns 2 Brahmin Carts as cover and environmental objects during combat encounters.
  • Gunrunners Convoy: A specialized faction event tracing from the Boneyard to the NCR. The number of spawned Brahmin Carts scales based on defense force size (ranging from 1 to 4 carts), accompanied by a secure Ammo Box. Friendly Fire Reflection is permanently active on these maps.
  • Brotherhood of Steel Patrol: A heavily armed, looping deployment operating out of the Brotherhood Entrance. This mission replaces transport carts with a Convoy Hummer and an Ammo Box, supported by 2 Brotherhood Soldiers. This variant features an explicit tactical objective requiring players to eliminate an influx of super mutants, tracking progress via an active Mutants Killed counter.

Leader Archetypes

The automated guide leading the convoy possesses distinct operational traits:

  • Standard Leader: Equipped with an Assault Rifle.
  • Chuck Lee Variant: There is a rare, randomized 1% chance that the standard guide will be replaced by the unique elite entity Chuck Lee upon departure.

Failures

The success caravan relies entirely on the survival of the convoy guide. If the Caravan Leader is killed at any point during an encounter, the entire caravan run fails instantly.

Upon failure. No rewards can be received.