Fallout 76’s New Caravan System

Last Tuesday (9/17/24 for Readers From The Future) the defining feature of the Milepost Zero update finally launched: the caravan system. I’m going to be honest and admit I haven’t engaged with it heavily since it has been quite the work week and gaming time has been in short supply, but I did get it started and wanted to go over the basics and why I’m actually excited about a system that adds infinite escort quests to the system. I mean don’t we all hate escort quests? I usually do, but so far not here.

First let’s talk about the meta a little bit. The basic idea is you send out a “caravan” (which is a single brahmin, at least at the start — brahmin’s being the 2-headed cows in the Fallout world) and it follows a path while attracting a ton of enemies that you have to kill to keep the brahmin safe. The brahmin basically does it’s own thing but you can interact with it to hurry it along which makes it run for a bit. I’m not yet sure if there’s a downside to using that too often.

The brahmin has a health bar and if it dies, the caravan fails and you have to start over.

So thing 1: a while back the devs changed the Medic affix (we call them affixes now, right?) to be a straight up healing effect. It used to be (I think, I can’t remember for sure) that having a Medic weapon increased the effectiveness of stimpacks and other incoming heals. Don’t shoot me if I’m wrong about that; I just remember that whatever it did, it was of no interest to me, the solo player. But speaking of shooting, what it now does is heal friendly players/NPCs. I have a legendary Medic’s shotgun that I held onto for no particular reason, but now I can use it to shoot my brahmin to heal it. It’s nice to have a use for the Medic’s affix.

Thing 2: When you start a caravan, it becomes a Public Event for that server that works like any other Public Event. Folks can teleport to you and help you protect your brahmin. That’s good both because more public events means more fun playing with others, but more importantly is that this Season the devs have added a post-Season Level 100 task where you get bonus Season XP when you complete 3 public events, and this task is repeatable (I’m told, I haven’t gotten to 100 yet). So this means folks wanting to grind the season pass past level 100 are going to want to do lots of Public Events and having a steady stream of them via the caravan system should help a lot with that.

So I kind of like how caravans pull together the Medic affix stuff and this new Season pass task. OK enough, let’s talk about the caravan system itself.

So the basic idea is you get involved with someone running an outpost that sits at the very south edge of the Shenandoah region that was added last June. You hire on as help and for every successful caravan you run you get paid in a new currency called “Supplies.” You can then spend Supplies to upgrade the outpost, hiring and upgrading workers who… I don’t know what they do yet, I only have one so far! I guess they make things more efficient/convenient? Eventually, as I understand it, you’ll take over the outpost and can decorate it and such; it becomes another base for you. From the very start it has some crafting stations and stuff so is a nice place to hang out anyway.

I’ve been a bit bored with Fallout 76 after maxing out my stats and getting good gear and putting together a build that could kind of take on almost anything aside from nuke-spawned world bosses. But the first time I ran a caravan, I died! It was awesome! The routes are somewhat dangerous just in the number of enemies, at least at first. I am still trying to suss out how many of the enemies spawn due to the caravan and how many are just there and are attracted to it (the point being the latter might not have respawned if you run a 2nd caravan immediately). It isn’t that any one of the baddies are particularly challenging, it’s just that there are a lot of them and you kind of have to get stuck right in if you want to keep the brahmin safe. No more leisurely picking baddies off one by one from a distance.

There’re also some Legendary enemies mixed in so you get some decent drops from doing them, which is always a plus and more so with the new Legendary Crafting system.

Caravans come in 3 sizes, small, medium and large. I’ve only done Small & Medium so far and honestly they didn’t feel that much different to me. Your first caravan of the day (?) is free if you go with small or medium. Subsequent caravans cost you caps to spawn, more caps for bigger caravans and the price increases with each subsequent run. While this might sound like a bad thing, Fallout 76 has a cap limit of 40,000 caps and I’m always near it, so spending a few hundred to a few thousand caps to run a caravan doesn’t seem like a big deal. I would guess the system is there to prevent folks from chain-running caravans for 48 hours straight, maxing out their outpost, and then complaining that there wasn’t enough content in the new system.

So overall and at first blush, I’m pretty happy with the new caravan system. We’ll see if it holds up as an entertaining way to spend time after I’ve dug into it more. It’s just really fun to have an open world event that brings in a variety of enemies (who, by the way, sometimes start fighting each other, allowing you just to hurry the brahmin along and out of range). For a filthy casual like me it appears that it’ll take me a while to get the outpost fully staffed and upgraded, and you know how I love progression systems!