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Earthrise: All About Teleport

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Earthrise: All About Teleport

This week's Earthrise "Question of the Week" features an explanation of the teleport system. Keep reading to find out more about long- and short-distance teleporting.

Greetings!

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One of the interesting questions that came to my mind after last week's QOTW was that of transportation, so I enlisted the help of the developer team to help explain teleporters a bit more. We know that getting you (and your goods) where you want to be is an important part of playing in the world, so without further ado, here is what they had to say:

This week we transport in as fast as we could to cover the subject of instant transportation - teleportation, that is. How is teleportation handled in Earthrise, where would teleports be located, who could have access to them. Are they guild based or individual based?

Enterra is a huge island - even with a moderate vehicle at your disposal, it takes quite some time to walk (or run) across the island especially when in a hurry. With teleportation available, many players will choose to instead instantly transport, even with associated fees. There are two types of teleports - small, short-distance teleports, meant to transport players from one location to another within a single zone (a must for larger zones) and large, long-distance teleports that allow players to cross the whole island. All teleports interconnect in a complex network, with each interconnection costing depending on the distance covered, so a trip around the island may cost a considerable sum. Teleporters are not for grabs - they are heavily guarded and Factions make them available for both their faction and neutral players, with only teleporters to their own faction city being forbidden for players of the opposite faction.

Guilds also have the ability to build teleporters in their own territories. Once built these teleporters become interconnected with the global teleport network and allow Guild members to teleport to the closest major teleportation point, and vice versa - they may return to their base from a distance. These teleports give those Guilds huge advantages, but also cost more to build, maintain and use. Guilds with their own teleports can skip all the drama of failed resource escort to the nearest city, and can quickly return their members to a siege fray after they have been resurrected on a distant cloning facility.

Come talk about transportation and teleportation below.
~ m.

Head to the link above and participate in the conversation.

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Suzie "Kalia" Ford
WarCry Network Editor
kalia@warcry.com

 
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