Caravan

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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 (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 items but players have an option of upgrading their gear via donation
  • Caravans work like they did in Fallout 2, going from location to location instantly
  • No world map travel means that caravans encounters cannot be entered by random players 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 map during an active caravan encounter; the option of leaving the caravan is only available during the 3-minute break in-between encounters
  • If the current caravan leader dies, one of guards assumes his role
  • NPC friendly fire is completely disabled: you can't hurt them, and they can't hurt you
  • A caravan run is successful if at least one of the NPCs survives
  • 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