Difference between revisions of "Caravans"
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== Basic information == | == Basic information == | ||
| − | *When a caravan run starts, there is an announcement in the [https://discord.com/channels/360781249616412672/1044060125163434024 #eventlog] channel <small>([https://discord.gg/U7uXqag invite link])</small> | + | *When a caravan run starts, there is an announcement in the [https://discord.com/channels/360781249616412672/1044060125163434024 #eventlog] channel <small>([https://discord.gg/U7uXqag Discord invite link])</small> |
*Caravan runs have an open lobby for 3 minutes before departure | *Caravan runs have an open lobby for 3 minutes before departure | ||
*There is no limit to the number of players/companions that can join a caravan | *There is no limit to the number of players/companions that can join a caravan | ||
| − | *The caravan leader and NPC guards start with T1 items but players have an option of upgrading their gear via donation | + | *The caravan leader and NPC guards start with T1/T2 items but players have an option of upgrading their gear (armor, helmets, and weapons) via donation |
*Caravans work like they did in Fallout 2, going from location to location instantly | *Caravans work like they did in Fallout 2, going from location to location instantly | ||
| − | * | + | *Caravan encounters cannot be entered from the world map |
*Caravans encounters scale with the number of players and the diffculty of the route | *Caravans encounters scale with the number of players and the diffculty of the route | ||
*All caravan members are on the same team, which means that they share XP and Leader buffs. This includes players and the NPCs they control, the caravan leader, and caravan guard NPCs | *All caravan members are on the same team, which means that they share XP and Leader buffs. This includes players and the NPCs they control, the caravan leader, and caravan guard NPCs | ||
| − | *Players cannot leave the | + | *Players cannot leave the caravan until it reaches the next point on its route which can take significantly longer than an hour |
*If the current caravan leader dies, one of guards assumes his role | *If the current caravan leader dies, one of guards assumes his role | ||
| − | *NPC friendly fire is | + | *NPC friendly fire is mostly disabled but AoE ground effects might bypass this so a bit of caution is needed |
| − | *A caravan run is successful if | + | *A caravan run is successful if "caravan progress" reaches 100%; individual encounters grant progress based on their difficulty: easy ones grant between 2% and 5%, the toughest ones can grant much more |
*Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0) | *Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0) | ||
Revision as of 03:51, 10 June 2026
Caravans are co-op escort missions that vary in difficulty but have a common objective: protect a group of traders, and their precious cargo, on their way from point A to point B.
Basic information
- When a caravan run starts, there is an announcement in the #eventlog channel (Discord invite link)
- Caravan runs have an open lobby for 3 minutes before departure
- There is no limit to the number of players/companions that can join a caravan
- The caravan leader and NPC guards start with T1/T2 items but players have an option of upgrading their gear (armor, helmets, and weapons) via donation
- Caravans work like they did in Fallout 2, going from location to location instantly
- Caravan encounters cannot be entered from the world map
- Caravans encounters scale with the number of players and the diffculty of the route
- All caravan members are on the same team, which means that they share XP and Leader buffs. This includes players and the NPCs they control, the caravan leader, and caravan guard NPCs
- Players cannot leave the caravan until it reaches the next point on its route which can take significantly longer than an hour
- If the current caravan leader dies, one of guards assumes his role
- NPC friendly fire is mostly disabled but AoE ground effects might bypass this so a bit of caution is needed
- A caravan run is successful if "caravan progress" reaches 100%; individual encounters grant progress based on their difficulty: easy ones grant between 2% and 5%, the toughest ones can grant much more
- Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0)
Rewards
Rewards for successfully getting a caravan to its destination may include:
- Currency
- Vault-Tec Cases or faction cases
- Level Books
- Caravan reputation points if you manage to complete the full route (from The Hub to The Hub)
- Reputation points allow you to purchase rare items, combat implants, gear mods, and dungeon keys from a dedicated store at a significant discount; the inventory scales with the current Patch number
- The caravan reputation trader refreshes his inventory once an hour
- Completing a full Far Go Traders run has a 10% x Patch chance of rewarding a WE stat or a mutation
Caravan routes
- Goods'n'Go (6 stops, +3 reputation): The Hub -> Junktown -> New Vegas -> Salt Lake City -> New Vegas -> Junktown -> The Hub
- Hang Transportation (6 stops, +3 reputation): The Hub -> Sarmatia -> Steel Town -> San Francisco -> Steel Town -> Sarmatia -> The Hub
- Gun Runners (6 stops, +3 reputation): The Hub -> New Adytum -> San Diego -> Point Poseidon -> The Glow -> Necropolis -> The Hub
- Van Graffs (8 stops, +8 reputation): The Hub -> Hawthorne -> New Reno -> New Vault City -> Modoc -> New Vault City -> New Reno -> Hawthorne -> The Hub
- Stockman's Association (8 stops, +8 reputation): The Hub -> Gordon's Gas Station -> Redding -> The Den -> Klamath -> The Den -> Redding -> Gordon's Gas Station -> The Hub
- Crimson Caravan (9 stops, +10 reputation): The Hub -> Wind of War -> NCR -> Broken Hills -> Vault 8 -> Gecko -> Broken Hills -> NCR -> Wind of War -> The Hub
- Far Go Traders (25 stops, +35 reputation): The Hub -> Necropolis -> Junktown -> Wind of War -> New Vegas -> NCR -> Hawthorne -> Broken Hills -> Salt Lake City -> Gecko -> Vault 8 -> Modoc -> New Vault City -> The Den -> Klamath -> Redding -> New Reno -> Gordon's Gas Station -> San Francisco -> Steel Town -> Sarmatia -> New Adytum -> San Diego -> Point Poseidon -> The Glow -> The Hub