Topic: Three more traveling ideas.
While it’s impossible to touch traveling time without upsetting the balance of the universe, I suggest herein three ideas to facilitate the attention requiring yet un-stimulating process of walking around Nia.
1 Waypoints “on the fly”.
When you select a tile and press (by default) the “t” key on your keyboard, your robot conveniently travels to the location selected.
Now how about adding the possibility to select a second tile pressing for example “u” and have the robot first go to “t” then to “u”.
With the possibility to set a couple of waypoints on the fly, one would be able to cross a comfortable distance without having to focus all his attention on driving. Said freed attention span could, for example; be more constructively spent on helping that rookie in help channel looking for the deploy button.
2 Taxi bots.
How about having nimble friendly npcs, let’s call them taxi bots. These bots would all day and all night walk from one predetermined point to another and back again. One could simply click on them on and punch “approach” and let himself be guided to the taxi bots destination.
These bots need not be fast nor use safe routes. It’s a question of sacrificing speed and safety for comfort. Said taxi bots could go from stations to outposts, from one station to another etc…
3 All terrain module.
Keeping with the philosophy of getting around, not necessarily fast, but easily; how would the impact of an “all terrain” module affect the game? Image a device, which increases the gradient capacity of your robot; perhaps even allows it to go through any type of plant.
For balancing purposes such module could have to significantly increase your robot weight. So as not to make it a compulsory module for roaming operations, hit and run or combat blobs; the module should incur penalties to parameters such as: targeting range or speed, signal masking, ECM resistance, demobilizer resistance etc…