Post by shamessa on Apr 26, 2016 9:28:44 GMT
Caravans are organized runs through wasteland with NPC Guards (named Big Gun Guard) that protect cargo from danger. A player can join such run in order to help protect and fight attackers. Caravans alre great way to get XP and gear... but not always. HEre is a complete guide where and when join caravans.
Start
Each caravana has its starting point, and always in main gate of city* there is standing for brief moment guy with Combat Armor, having 250 HP, named Caravan Master. By talking to him, you will know name of caravan and its destination.
Start
Each caravana has its starting point, and always in main gate of city* there is standing for brief moment guy with Combat Armor, having 250 HP, named Caravan Master. By talking to him, you will know name of caravan and its destination.
Some caravanas are better then other, but with greater XP reward, there is always biger danger, thats why this guide is focused on certain runs.
* - In Junktown, Caravan Master is located in South Side instead North, Main...
There are few rules that apply for each caravan run:
- You need to be at least level 9 to be albe to join any caravan!
- The higher level player is, better XP reward he gets
- Cash reward is always weak, vary from 1500 to 2900
- To claim reward you need to start caravan with Caravan Master and finish it with him!
- Shoting guard or Caravan master will mostlikely anger guards and he will try to kill you.
- If you are hated by transport company, you can always pay 2500 to be able to join again caravans run by them
- You may have bestest gear, but once you die, ther is a BIG chance your gear will be lost (armor is common lose)
- After each fight caravan will encounter there is a 10 minute break to collect loot from bodies
- IMPORTANT: Caravan may be attacked by other players and its legal!
- Killing players in caravan is Illegal and may result in ban character!!!
Danger zones:
- Caravan from Hub to NCR are considered safest and easiest.
- Caravan Between NCR and Reno or Broken Hills are very dangerous
- Caravan between Hub and San Francisco are extreme
- You will encounter on wastelands groups that are hard to meet (or no at all) when walking alone.
Routes
There are 7 Caravan companies, and 5 that you will find attractive for you.
* - In Junktown, Caravan Master is located in South Side instead North, Main...
There are few rules that apply for each caravan run:
- You need to be at least level 9 to be albe to join any caravan!
- The higher level player is, better XP reward he gets
- Cash reward is always weak, vary from 1500 to 2900
- To claim reward you need to start caravan with Caravan Master and finish it with him!
- Shoting guard or Caravan master will mostlikely anger guards and he will try to kill you.
- If you are hated by transport company, you can always pay 2500 to be able to join again caravans run by them
- You may have bestest gear, but once you die, ther is a BIG chance your gear will be lost (armor is common lose)
- After each fight caravan will encounter there is a 10 minute break to collect loot from bodies
- IMPORTANT: Caravan may be attacked by other players and its legal!
- Killing players in caravan is Illegal and may result in ban character!!!
Danger zones:
- Caravan from Hub to NCR are considered safest and easiest.
- Caravan Between NCR and Reno or Broken Hills are very dangerous
- Caravan between Hub and San Francisco are extreme
- You will encounter on wastelands groups that are hard to meet (or no at all) when walking alone.
Routes
There are 7 Caravan companies, and 5 that you will find attractive for you.
Stockman's Association
Route: Hub -> Junktown -> NCR -> New Reno
Levels Recomended: 24+
Encounters: Dead Walkers, Mad Warriors, Renegades, Weak Monsters, Gangs, Sand Children of Colt,
XP Gain: Medium
Comment: This is good caravana for starters, just be sure to navigate from Hub to NCR and back, becasue area newar Reno are harsh!
Hang Transportation
Route: Hub - New Adytum - San Francisco
Levels Recomended: 80+
Encounters: Melhior's Pet, Mad Warriors, Renegades, Mutants, Big Monsters, Sand Children of Colt,
XP Gain: Medium
Comment: this caravana is very slow, and even rewards is big, encounters on the way are considered boring and low XP.
Crimmson Caravan
Route: Gun Runners - Hub - NCR - Broken Hills - Vault City - Gecko
Levels Recomended: 30+
Encounters: Dead Walkers, Mad Warriors, Renegades, Weak Monsters, Gangs, Unity Patrol, Sand Children of Colt,
XP Gain: Medium
Comment: this is by far best caravana, because it gives a lot of XP. North side is still dangerous.
Far Go Traders
Route: Hub -> San Francisco - Redding - Modoc - Vaut City
Levels Recomended: 70+
Encounters: Dead Walkers, Mad Warriors, Renegades, Weak Monsters, Gangs, Big Monsters, Melhior's Pet, Mutants, Bounty Hunters, Sand Children of Colt,
XP Gain: Huge
Comment: This is caravan hard to catch, because if there are no players in it, it usually dies on wasteland and you need to wait for it to respawn (in Vault City) or catch is on the way, before he goes off to Hub/from Hub. That route is considereg most dangerous, but the XP pay off is best you can get. Also, Sometimes wrong spawn points for players may result droping player from caravan (still you can try to rejoin).
Gun Runners:
Route: Gun Runners -> Hub - NCR
Levels Recomended: 24+
Encounters: Dead Walkers, Mad Warriors, Gangs, Mutants,
XP Gain: Medium
Comment: Quite safe caravan unless you meet mutants, which usually tear appart guards very fast.
Threat
When driving with caravan, you will encounter monster groups that are dedicated only for big groups. Some of them are great threat, some are just interesting target to kill. Here is a short menu:
Dead Walkers:
They are slow, can heal a lot instantly and they are melee or throwing spears
Weak Point: Damage
Strong point: Laser/Plasma resistance
Sand Children of Colt:
Group that wears robes, but they shoot with 14mm pistols or Laser Pistols. Often carry Stimpacks.
Weak Point: medium damage
Strong Point: Laser resistance
Mad Warriors:
This group is always in big numbers and they are very dangerous to your guards. They are melee warriors with hammers or fists.
Weak point: No protection and weak healing
Strong point: Numbers!
Renegades:
It's basically like group of players. Well armed players. They have everything: granade lunchers, M60, LSW, Rocket, flamer... And they well protected. Good thing is, they carry a lot of Super Stimpacks.
Weak point: Laser / Fire / Normal Damage
Strong point: Damage!!!
Melchior's Pet:
Those are Fire Geckos, Centaurs, Deathclaws... with 500HP, and they are leadered by Melchior... Always kill Geckos first! Monster gives 1000XP a kill, so a group can give a lot of XP...
Weak Point: Can be hexed with everything easli
Strong point: Hit Points
Gangs:
Irwine Jules Ganger, Claim Jumper, Gangs... guys with leather jackets that think attacking heavy armored caravan is a good idea.
Weak Point: They are idiots!
Strong point: They think they are not!
When it is best to do Caravans?
Caravan might be great way of XP, but thats not always true. First of all, you need to remember that every carvan gives reward - longer it takes to finish (long route) better reward is, but on they way you will (or will not) kill things, and this is major income of XP. So, if you dont have enough firepower to kill fast enemies, and kill a lot of them, doing long caravana is worthless, because you will end geting only reward.
- Snipers/Crafters should hang on Hub-NCR route.
- Tanks can go to Broken Hills/New Reno from NCR
- Tanks with damage should try Far Go Traders
Far Go Traders is best caravana, but its highly recommended to have 3+ players there, equipped with good armor and 15-20 Superstimpacks. And players need to catch this caravan BEFORE it will run from SF to Hub or from Hub to SF, because this caravana will die on the way...
At lower level, 20-30 I advice you to try hunting alone - XP/time is more efficient on wasteland and by all means it is safer. Waiting for caravana may take several minutes and if you have some damage from your character to handle alone single encounter, you can just go out for hunting. However, if you dont deal damage or can not stand a lot, just join caravan as soon as you get level 9 or you find hard to get Peacekeeper to join you and help you in progress.
FINAL Notice:
You can learn where exact caravana is by talking to the guy in Hub, next to the cart - he knows positio of every caravana.
Route: Hub -> Junktown -> NCR -> New Reno
Levels Recomended: 24+
Encounters: Dead Walkers, Mad Warriors, Renegades, Weak Monsters, Gangs, Sand Children of Colt,
XP Gain: Medium
Comment: This is good caravana for starters, just be sure to navigate from Hub to NCR and back, becasue area newar Reno are harsh!
Hang Transportation
Route: Hub - New Adytum - San Francisco
Levels Recomended: 80+
Encounters: Melhior's Pet, Mad Warriors, Renegades, Mutants, Big Monsters, Sand Children of Colt,
XP Gain: Medium
Comment: this caravana is very slow, and even rewards is big, encounters on the way are considered boring and low XP.
Crimmson Caravan
Route: Gun Runners - Hub - NCR - Broken Hills - Vault City - Gecko
Levels Recomended: 30+
Encounters: Dead Walkers, Mad Warriors, Renegades, Weak Monsters, Gangs, Unity Patrol, Sand Children of Colt,
XP Gain: Medium
Comment: this is by far best caravana, because it gives a lot of XP. North side is still dangerous.
Far Go Traders
Route: Hub -> San Francisco - Redding - Modoc - Vaut City
Levels Recomended: 70+
Encounters: Dead Walkers, Mad Warriors, Renegades, Weak Monsters, Gangs, Big Monsters, Melhior's Pet, Mutants, Bounty Hunters, Sand Children of Colt,
XP Gain: Huge
Comment: This is caravan hard to catch, because if there are no players in it, it usually dies on wasteland and you need to wait for it to respawn (in Vault City) or catch is on the way, before he goes off to Hub/from Hub. That route is considereg most dangerous, but the XP pay off is best you can get. Also, Sometimes wrong spawn points for players may result droping player from caravan (still you can try to rejoin).
Gun Runners:
Route: Gun Runners -> Hub - NCR
Levels Recomended: 24+
Encounters: Dead Walkers, Mad Warriors, Gangs, Mutants,
XP Gain: Medium
Comment: Quite safe caravan unless you meet mutants, which usually tear appart guards very fast.
Threat
When driving with caravan, you will encounter monster groups that are dedicated only for big groups. Some of them are great threat, some are just interesting target to kill. Here is a short menu:
Dead Walkers:
They are slow, can heal a lot instantly and they are melee or throwing spears
Weak Point: Damage
Strong point: Laser/Plasma resistance
Sand Children of Colt:
Group that wears robes, but they shoot with 14mm pistols or Laser Pistols. Often carry Stimpacks.
Weak Point: medium damage
Strong Point: Laser resistance
Mad Warriors:
This group is always in big numbers and they are very dangerous to your guards. They are melee warriors with hammers or fists.
Weak point: No protection and weak healing
Strong point: Numbers!
Renegades:
It's basically like group of players. Well armed players. They have everything: granade lunchers, M60, LSW, Rocket, flamer... And they well protected. Good thing is, they carry a lot of Super Stimpacks.
Weak point: Laser / Fire / Normal Damage
Strong point: Damage!!!
Melchior's Pet:
Those are Fire Geckos, Centaurs, Deathclaws... with 500HP, and they are leadered by Melchior... Always kill Geckos first! Monster gives 1000XP a kill, so a group can give a lot of XP...
Weak Point: Can be hexed with everything easli
Strong point: Hit Points
Gangs:
Irwine Jules Ganger, Claim Jumper, Gangs... guys with leather jackets that think attacking heavy armored caravan is a good idea.
Weak Point: They are idiots!
Strong point: They think they are not!
When it is best to do Caravans?
Caravan might be great way of XP, but thats not always true. First of all, you need to remember that every carvan gives reward - longer it takes to finish (long route) better reward is, but on they way you will (or will not) kill things, and this is major income of XP. So, if you dont have enough firepower to kill fast enemies, and kill a lot of them, doing long caravana is worthless, because you will end geting only reward.
- Snipers/Crafters should hang on Hub-NCR route.
- Tanks can go to Broken Hills/New Reno from NCR
- Tanks with damage should try Far Go Traders
Far Go Traders is best caravana, but its highly recommended to have 3+ players there, equipped with good armor and 15-20 Superstimpacks. And players need to catch this caravan BEFORE it will run from SF to Hub or from Hub to SF, because this caravana will die on the way...
At lower level, 20-30 I advice you to try hunting alone - XP/time is more efficient on wasteland and by all means it is safer. Waiting for caravana may take several minutes and if you have some damage from your character to handle alone single encounter, you can just go out for hunting. However, if you dont deal damage or can not stand a lot, just join caravan as soon as you get level 9 or you find hard to get Peacekeeper to join you and help you in progress.
FINAL Notice:
You can learn where exact caravana is by talking to the guy in Hub, next to the cart - he knows positio of every caravana.