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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: firehand on November 23, 2011, 03:00:48 pm
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(http://img84.imageshack.us/img84/114/fmap2.png)
Since I am traveling quite often between SF and NCR I decided to find the fastest possible route that connects this two cities. The picture above is the result of my testing. The color of the cirles describes the average speed within a square. The green color is used for fastest squares, yellow for those with moderate speed, and red for the slowests. As you can see you should not trust the map shape because it doesn't represents speed well. In some parts of mountains you move fast, while on the supposingly flat area you walk slug slow. Mind that the result is based on the testing and that there are more than 3 possible speeds but they were classified for the readability and simplification. I hope that some of you find it usefull ;)
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Nice guide but how are you going to avoid those evil merc traps :>
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Uhm, all you have to do is to look at the maps terrain on the worldmap. It should be common sense that mountain ranges slow down your path while open plains are faster to travel along..
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Or check this where green zone are fast and red are slow, I made it last year.
(http://kabefis.free.fr/Fonline/Worldmap.png)
Maybe it can confirm your fastest paths and help to find another ones.
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@Fettel
Well actually there is very little players around SF nowadays. I hunt there from time to time and I see less and less pks/traps there :/ Last time at the weekend during the peek ours I met no one near SF.
@Berko
This is an awesome map. It'd be most useful in game. Hence do you know how to swap the default map for this one?
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Has the thought that going in a straight line, means you pass through LESS squares, crossed your mind, when considering which squares to travel in... ?
Do you have an equation? Like a RED square takes 2x as long as a GREEN square, and a YELLOW square is 1.5 times a GREEN Square?
So you could imagine, 10 RED = 20, 10 YELLOW = 15, 10 GREEN = 10, for a total time distance of 45 squares. ?
You then can calculate, is it better to take 5 green squares, or 2 red squares. You reading my mail?
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Has the thought that going in a straight line, means you pass through LESS squares, crossed your mind, when considering which squares to travel in... ?
Do you have an equation? Like a RED square takes 2x as long as a GREEN square, and a YELLOW square is 1.5 times a GREEN Square?
So you could imagine, 10 RED = 20, 10 YELLOW = 15, 10 GREEN = 10, for a total time distance of 45 squares. ?
You then can calculate, is it better to take 5 green squares, or 2 red squares. You reading my mail?
That's actually the case. The green dots stands for twice as fast speed as the red ones on avarage. And yellows are something in between. The methodology wasn't elaborate ;) ...
To make a test I used character with 105 outdoorsman skill and without any addicional perks that could affect speed of traveling on the map. As long as it was possible I was crossing each of square in the middle in east-west direction, then I was counting the red dots that were made within a square. The classification I made consists of three speeds: green that stands for 5-6 dots, yellow 7-8 and red over 9 - 12 dots. The blue line that shows the fastest route is a result of simplification and approximation but it is definately much faster than a straight route from one city to the other. Also I doubt there's much room for further optimization.
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Uhm, all you have to do is to look at the maps terrain on the worldmap. It should be common sense that mountain ranges slow down your path while open plains are faster to travel along..
Sadly, this is far from being true in certain zone.
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Interesting and serious report. Thank you. It is actually interesting to know that some flat-desert areas are as slow as mountains.
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I always tought that there was a difference between plains and desert. In the desert, sand make harder to walk, and also the hotness forces you to slow your walking speed.
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I wish we could set a route with waypoints just like it's shown on your map so that player's intervention during the travel is lowered.
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Nice guide but how are you going to avoid those evil merc traps :>
With enough outdoorsman :)
Simple as that.