NeonForge
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.