looks like waypoints are still the best option to me. retains the space of a large map for folks to have room for all their **** and eliminates the long travel times thus solving both problems.
I agree, waypoints sound like a good idea, both for the current and future Salem. A large map size may be needed when the influx of players becomes larger, so why not just keep it large now yet provide a way to travel about the map quickly? Everyone wins.
Maybe completely scatter the map with a grid of teleport nodes perhaps in intervals of an hour walk and make it the only way to travel to and from Boston directly from the homestead is with no inventory. Players could select nodes as 'their's' to teleport from Boston to, or you can use them to fast-travel to other nodes nearby (for a small cost). They don't have to be too fancy, the nodes, just an object perhaps the size of a territorial claim. Create a somewhat large no-fight/no-build zone around the nodes so pricks can't camp them too easily (though they could still camp out around the zone as bandits), but small enough that players could settle near them and gain an advantage over others, thus opening the gates for delicious, delicious conflict. They could also double as a neutral ground for players in a certain area to meet up without fear of death + t-bagging. If anyone tries anything assholey like building a wall around the node zones, destroy their walls, ban the players for a few days and then drink their tears.
This could make having wagons/carriages/caravans/trucks(
![Trollface ¦]](./images/smilies/troll.gif)
) useful as players could drop them off near a teleport zone and go to and from Boston to drop off goods (so long as they're smart enough to let a friend guard them). Also, perhaps Rangers tracking scents could pay a guide in Boston to take them to the node nearest to their target?
Naturally, provide a waypoint to the nearest teleport node for everyone (similar to the homestead waypoint).
I dunno lol, just shooting the breeze here.