Mounts and Vehicles

  Back to Home   

There are mounts players can use; predominately several models of horses, but other mounts are planned as well. Mounts are upgraded using the crafting system. These upgrades will take the form of such things as crafted bridles and saddles that are imbued with different skills and/or abilities.  These items are then placed on mounts -- in essence, making the standard model mount better though training. Weapons may be fired while riding. Mounts are unique with their own health bar and stats, meaning that they can be both injured and killed. Mounts will have storage capabilities, though different mounts have differing numbers of slots.  Some slots on each mount will need to be allocated to mount upkeep, such as food & vet packs for horses.

Most mounts have three speeds - walk, canter/jog, and run/gallop.  The different models of horses will have different maximum speeds, and can switch between these speeds at different rates.  Some will be good sprinters and achieve gallop speed quickly, but not have a fast gallop.  Others may have more staying power, and will take longer to achieve gallop speed, but their gallop speed will be faster once it is reached.

Mounts will be represented in the player inventory by an icon such as a bridle.  These items may be traded or sold as normal up to the point when they have are activated by the player.  In other words, once a player has clicked on the icon and summoned the mount it represents, that mount can no longer be sold or traded.  It can, however, be salvaged for crafting components.
 


Vehicles

All vehicles are player made, there are no NPC vendors selling them. New vehicles can however be purchased from other players; the models available range from basic ATVs and motorcycles early on to the highest end vehicle currently available - The Interceptor.

Crafting a vehicle will take considerable time and resources. A general outline for vehicle crafting is listed below:   

     a. find information about cars
     b. research components using Tradeskills
     c. gather necessary resources
     d. spend weeks crafting vehicle

In order to make any vehicle more advanced than basic ATVs and motorcycles, crafters must spend extensive time and resources in increasing their skills, researching, and actually creating vehicles. With models such as the most basic version of the Interceptor (runs on gas, no built in weaponry) taking 500+ hours to craft, it can be easily seen why vehicles such as this will be rare.


Just a little coat of paint...

Vehicles will be customized during the crafting process. Different chassis, body panel, engines, etc will be available. Special items, like nitro canisters, will be available to improve vehicles. Vehicles will also have item storage capability, but the amount of storage will depend on the type of vehicle. Some vehicle slots will need to be allocated to items such as fuel and repair kits, since vehicles will run out of gas and will need periodic repair. Although it is expensive to use, there is also a towing service where players can have their vehicles that have broken down or run out of fuel towed to a garage. This will not be a driving game per se. The plan is for it to be a personal game with some driving elements, not the other way around.

Vehicles will not only be a means of quick transportation and additional storage, they can also be used as weapons. Players may fire hand weapons from their vehicles as well as using mounted weaponry on some more advanced models. Their mobility and the protection they offer can give players a tactical advantage, although it comes with the price - bullet holes and fuel consumption.

Vehicles are not allowed into towns, so players must park on the edge of a town's limits. . Once a vehicle has been parked and the player walks away (current distance is 50m), the vehicle will despawn until the player returns - this is to control any griefing potential that cars might have, such as blocking the doors of important buildings, or surrounding a town so that no one is able to leave. Many towns will also have parking garages where players may park their vehicles after speaking with the appropriate NPC.

Like the mounts above, vehicles will be designated in player inventory by a representative icon such as a key. Also like mounts, once vehicles have been activated by the player, they can no longer be sold or traded. They can also be salvaged for components.

Players may have up to five (5) vehicles in their inventory, but only one in use at a time. Despawned vehicles will be represented by a small icon on the player's overland map -- the icon will denote both the location and model of each vehicle. Multi-passenger vehicles will not be available at release but are planned to be in a future update.

Transportation System

In-game mass transit will be limited to a few buses and trains between major settlements.  Characters will be charged an in-game fee to use these transportation methods, likely due to the cost of in-game fuel resources.

From the July 21 News Release, these are the latest screenshots taken (within the game itself, sans editing) showcasing the vehicles available in the game.








Resources: 25, 34, 36, 42, 44, 51, 67, 108, 109, 112, 114, 117, 119, 120, 136, 137, 139



 

FALLEN EARTH and related titles, characters and imagery referred to herein are the protected intellectual property of Icarus Studios, LLC. and their licensed subsidiaries. The use of said material in this document should not be misconstrued as a threat to this accepted copyright, nor is any profit being made from their use here. For any technical issues, please contact the administrator at tech_support@fe-infoterminal.com.  The text of this website may not be reproduced under any circumstances except for personal, private use.  It may not be placed on any website or otherwise distributed publicly without advance written permission.  Use of this text on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.  All trademarks and copyrights contained within this document are owned by their respective trademark and copyright holders.  © 2007-2008.