Currently we can't fast travel from camp at night, but maybe that might be a way to do it?

Like say where we have a more limited access to the city via discrete night maps or something similar. Perhaps each City district has a different evening map, but where we can't travel between these, so they don't need to be as massive and interconnected. Like we just pick a waypoint and roll with that zone. Some invisible boundaries at the edges, little Little Nemo style, to keep things somewhat contained.

Some of the houses could just keep all the same stuff happening, it would probably be more interesting with that ambiance in some spots. The art gallery, the doll house, stuff like that would be fun at night I bet. For the various merchants we might need some extra flavor on it though. Maybe the regular shopkeeps are asleep with options to loot or battle guards in those locations. Standard merchants could be replaced by some black market merchants in alternative locations. There could be some batman style antics on the rooftops probably as well.

The game has no real sense of time outside of the camp being set at night when long resting, so I'd just go with that idea. Essentially we tell the game when it's going to be night time by clicking the long rest button. When we do that we can night walk the area where we waypointed to camp from, if that makes sense.

That way it could be done using some of the familiar systems already in place, but they'd also have a way to keep the night time areas somewhat manageable in scale. Thinking mainly about mods now I guess, since I don't really expect this stuff to be forthcoming really. They said it was too hard to pull off, so there must be reasons, but maybe it's just the city itself is so large (being all interconnected the way it is with those seamless transitions between the city districts). If starting with just the 3 camp locations available to us in Act III, perhaps each of those could just connect to some exterior area location that are more self contained. Spots which we can see but can't access during the daytime. So for example the camp in Rivington might connect to that area beyond the main refugee encampment, down the hill where we can see some tents that can't be reached, but at night we can pay it a visit in the form of a newly created zone with evening themed stuff going on. That spot then serves as our way in to Rivington Nights, where the circus is all lit up, but otherwise it's mostly sleepy, with monsters on the prowl. We can't get to Wyrms Rock or back to Baldur's Gate because the draw bridges are drawn up, so when finish up our night time exploring we go back to camp via the route we came from initially. This would help to sort of fix the camp as an actual location in the world, even though it's not really and just being connected via an intermediate zone which locks off the area boundaries. For the City itself, a couple main zones. One by the Elfsong Tavern which connects us to one side of town, the other down by the Docks which connects to the other. So basically like Basilisk Gate vs Baldurs Gate options, or an uptown/downtown vibe. Just thinking of ways they could maybe use the same stuff. Might work

[Linked Image from i.ibb.co]

[Linked Image from i.ibb.co]

Last edited by Black_Elk; 07/07/24 07:03 PM.