General · guide
travel
also: depots, encounters, skyport, wilderness, wilderness travel
Getting across the wide world between the areas. On foot it's a square a step, and rough ground wears you out: forest, hills and desert cost a little energy a square, jungle, swamp, dunes and snow more, mountains the most. Run out and you have to rest. Plains, dirt and roads are free. By vehicle it's faster: a ground vehicle covers three squares a move over land it can drive, a flyer four over anything, stopping short of water, rough land (for ground vehicles), areas and special places. Vehicles don't tire, but they burn fuel. Danger: out in the open, raider convoys, rust swarms, gunships and big creatures come at travelers, more often the further you go, and harder: near the city there's nothing; out by the frontier they're level 30 and up. On foot you're badly outmatched; in a vehicle, its hull and guns make it a fair fight. They drop fuel, power cells, rounds and salvage. Stealth vehicles slip past them. World events: every few hours something happens out there (a raider warband, a cargo plane down, the Elder Behemoth, a supply drop), announced on News with where it is. events shows it and pins it. The NeonForge Skyport, by the landing pad south of the city's main gate: a garage and mechanic (repairs, fuel, rounds), and the Dispatch Yard, where haul contracts start (help contracts). The city has no airspace: flyers land at the port and walk in. Examples: map world contracts refuel fly to dustfall
In the game, help travel shows this too.