Fallout 5: Contagion Zones — Bringing that “Walking Dead / World War Z” energy (lore-friendly)
Below is a plug-and-play structure for regions that deliver a zombie-apocalypse vibe without breaking Fallout canon. Think feral-ghoul surges, Scorched offshoots, and FEV-warped “pack behaviors”—not literal zombies.
1) Design Pillars
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Lore first: Feral ghouls, Scorched variants, FEV anomalies; no magic zombies.
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Horde fantasy: Noise attracts tides, geography funnels them, smart prep beats raw firepower.
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Readable chaos: Big silhouettes, clear telegraphs, directional audio, and a HUD breadcrumb for the wave’s “pressure” and origin.
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Scarcity & improvisation: Quiet weapons, throwables, barricades, fire/chem combos, and route planning.
2) In-World Explanations (pick 1–2 per region)
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Rad-Storm Nesting: Ionized “black rain” wakes dormant ferals; days later, they go torpid again.
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FEV Neuro-Mycelium: A fungal neural mesh that briefly syncs feral behavior (explains coordinated rushes).
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Scorched Echo: A weakened strain that amplifies sound/light aggression without the full mind-link of 76.
3) Zone Types (mix & match)
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Quarantine Barrens: Military bulldozed suburbs; wide sightlines; tripwire heaven; night swarms.
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Black Rain Sink: Flooded industrial blocks; oil slicks + fire traps; gas pockets that pop under gunfire.
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Hive Towers: Vertical “nest” skyscrapers; stairwell choke points; elevator shaft rope-descents.
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Meat Tunnels: Subway/utility grids; echo-rich; generator puzzles; claustrophobic rushes.
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Silent Tract: Cul-de-sac culverts where everything looks safe; sleeper ghouls under cars/porches.
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Ship Graveyard: Beached tankers; gangways collapse; tide-timed crossings; flare-gun pathing.
For each: define day/night behavior, storm modifiers, loot class, evac nodes, noise traps (car alarms, PA speakers, bells, bloatfly hives).
4) Enemy Roster (lore-friendly “specials”)
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Howler (feral): Long-range shriek = area aggro spike; glass-shattering weakness.
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Burster (glowing): Rad splash on death; flares prematurely detonate them.
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Clamber (stalker): Fast climb/stack behavior; hates fire; foams at the lips near ladders.
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Anchor (brute): Soaks bullets, breaks barricades; slow, loud, steerable with decoys.
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Spitter (Scorched echo): Acidic bile arcs; suppressed by smoke screens/wind.
5) Core Systems
Noise/Light/Scent Triad
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Noise Meter: Gunshots, falling junk, sprinting, companions; decoys reduce “true” signal.
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Light Cone: Flashlights, muzzle flash, flares; indoors amplifies, fog diffuses.
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Scent/Wind: Blood, meat bait, chems; wind arrow on HUD shows drift to or away from you.
Horde Flow
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Tide/Trickle/Dormant states: Regional controller escalates spawns and pathing complexity.
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Swarm Climb Points: Tagged ledges/cars/chainlink; “stacking” animation lanes to sell WWZ momentum.
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Breakables: Door integrity, boarded windows, parked car wedges, rolling dumpsters, chain-locked gates.
On-the-Fly Fortifying (micro-builder)
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Quick-place: Boards, bars, sandbags, wire, oil cans, propane, alarms, spike strips.
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Costs: screws, adhesive, scrap wood/metal, duct tape; backpack weight matters.
6) Play Loops
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Stealth Scavenge: Glide through sleepers; knife takedowns; drag bodies; shut alarms.
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Lure & Burn: Funnel via noise → oil slick → spark → retreat through pre-placed bars.
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Siege Holdout: 5–7 minute storm windows; defend evac radio until the flare chopper passes.
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Escort/Extraction: Guide caravans/civilians; noise discipline; stop-and-board barricades.
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Sprint-Through: Timed courier runs; light gear only; stamina vs. swarm pressure.
7) Rewards & Economy
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Quiet meta: Suppressors, subsonic ammo benches, crossbows, pneumatic rifles.
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Barricade kits: Reusable brace set, collapsible ladder, coil of razor wire.
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Chem combos: Rad-foam (mitigates glow splash), Ghoul-bane oil (DoT vs ferals), Stench-cloak (scent dampener).
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Unique mods: “Murmur Meter” wrist-gauge (noise feedback), “Belfry Bell” throwable (wide-area lure).
8) Factions & World Hooks
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Trap Hunters (your prior concept): Sell “web-kit” blueprints; bounties on Howlers.
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Ashen Reign: Weaponize herds (siren trucks); moral dilemma—sabotage their lures near a settlement?
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Caravans: New route logic—avoid Contagion Zones unless escorted; pays hazard premiums.
9) Companion & Mount Interactions
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Companion Roles:
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Quiet Scout: Auto-mark sleepers; low noise threshold.
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Engineer: Faster brace/wire placement; repairs.
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Handler: Manages bait/chem timing; calms panics.
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Mountable Synth War-Gorilla (from your notes):
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Crowd-parting charge on a long cooldown; can shoulder parked cars to create barricades; risk of being swarmed if stationary.
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10) UI & Audio
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HUD: Noise bar, wind arrow, minimal “swarm compass” tick marks (bearing + intensity), quick-slot for brace/wire/oil.
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Audio: Layered walla (near/mid/far), Howler callouts, metal fatigue groans on doors, rain-on-sheet-metal masking shots.
11) Dynamic Events (drop-in cards)
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Black-Rain Burst: Visibility down, swarm aggression up, scent radius halved.
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Siren Truck: Mobile horde magnet—shut it off or hijack it to redirect waves.
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Belfry Toll: Random church bell rings; population shifts map-wide.
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Fuel Chain: One Burster pops a gas main—area fire storm; pathing reroutes.
12) Sample Quest Arc (3–5 beats)
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“The Quiet Block” – Stealth-loot a clinic; optional: shut off a supermarket alarm.
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“Belfry Line” – Climb a church, ring the bell to clear a street, escape over rooftops.
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“Siren Heist” – Steal an Ashen Reign lure truck; choose: lure herd into raiders or away from a caravan.
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“Stormglass” – Defend the radio tower through a black-rain window; evac arrives only if the dish stays powered.
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Finale (Branch): Weaponize a megahorde to smash an enemy fortress—or set controlled burns to cleanse the Hive Tower and open a safe route for settlers.
13) Difficulty & Accessibility
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Sliders: Horde size, sprint burnout, barricade HP, glow splash severity, audio cue prominence.
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Toggles: Gore filters, arachnophobia-friendly feral textures, reduced strobe from muzzle flash in storms.
14) Tech & Performance Notes (implementation-ready)
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LOD Swarms: Distant groups run as single “aggregate” agents; convert to individuals near the player.
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Flowfields + Navmesh Tiles: GPU-friendly steering in open streets; lane-based climb funnels on tagged geometry.
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Batch Breakables: Instanced barricades with health proxies; physics wakes only on breach.
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Horde Memory: Regions remember last “noise scar”—return trips feel reactive.
15) Designer Checklists
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At least 3 lure lines per encounter (bell, car alarm, PA).
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One escape balcony/ladder per siege.
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Wind consideration on every scent puzzle.
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Ammo tax target: 20–35% of player stock on a failed stealth route; <10% on a perfect run.
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