Fallout 5 — Faction Wars: Complete Blueprint
Table of Contents
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Vision & Pillars
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Core Simulation Layers
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Data Model & Global Tick
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Tactical Map, War Log & Forecast UI
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Player Levers & Roles
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Mission Generators (Systemic + Curated)
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Settlements: Emotion Cores & Defense Sim
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Vehicles/Air & Power-Armor Theatres
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Propaganda & Culture War
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Dynamic Endings & World States
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Balancing Knobs, QA Gates & Milestones
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Base Factions (Identity Packs)
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Expansion Factions (Canon-Friendly)
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Active Wasteland Roamers (Procedural Packs)
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Counter-Factions to Ashen Reign (incl. Rideable Synth War-Gorillas)
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Create-A-Faction Mode (Builder, Schemas, Autobalancer)
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Example Flows & DSL Snippets
1) Vision & Pillars
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Persistent Theatre: borders, garrisons, logistics, morale, weather—updated on a global tick.
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Player Leverage: targeted ops (supply, leadership, propaganda) can flip a district.
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Asymmetric Factions: doctrines, spawn tables, logistics, politics feel distinct.
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Readable Strategy UI: tactical map layers, event feed, and outcome forecasts.
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Escalation Paths: simmer → surge → stalemate → collapse → recovery; epilogues reflect the journey.
2) Core Simulation Layers
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Territory & Control: district grid. Each node tracks owner, support, security, dev level, garrison strength.
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Supply & Economy: links with capacity/risk; convoys move munitions, food, fuel, meds, tech.
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Morale & Cohesion: rises with victories/services; falls with shortages/losses.
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Doctrine & Rosters: unit weights and tactics per faction; elites/vehicles gated by economy.
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Intel & Fog: per-cell intel score drives visibility and ambush/decoy chances.
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Diplomacy: ally/neutral/hostile stances, hidden tension, treaties, betrayals.
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Conflict Resolution: background skirmish resolver + set-piece battles the player can join.
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Occupation & Governance: post-capture policies (security/services/propaganda) drive support/unrest.
3) Data Model & Global Tick
Minimal JSON (engine-agnostic):
{
"Faction": {
"id": "ashen_reign",
"doctrine": "Mechanized_RitualTech",
"morale": 0.62,
"stocks": {"munitions":800,"food":1200,"fuel":600,"meds":300,"tech":450},
"relationships": {"verdant_accord":-0.6}
},
"Region": {
"id": "district_nine",
"owner": "verdant_accord",
"support": {"verdant_accord":0.55,"ashen_reign":0.12},
"dev": 0.42,
"garrison": {"owner_strength":0.48,"fortification":0.3},
"supply_links": ["road_44","rail_02"],
"intel": 0.3, "unrest": 0.12
},
"SupplyLink": {
"id": "road_44","from": "factory_hub","to":"district_nine",
"capacity":120,"risk":0.25,"owner":"verdant_accord"
}
}
Global Tick (every 30–90 in-game mins or major events):
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Resolve logistics (convoys, attrition, stockpiles)
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Update support/security (services, propaganda, combat results)
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Identify frontlines & roll skirmishes (flip chance by strength/morale/supply)
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Diplomacy drift (tension, treaty timers, violations)
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Trigger stories/escalations (leaders, tech, disasters)
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Intel diffusion (recon decay/new sources)
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Append War Log entries
4) Tactical Map, War Log & Forecast UI
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Layers: Control, Supply, Intel, Morale, Missions, Weather/Storms, Air/AA.
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Sidebars: War Log feed (filterable), Operation Planner (impact bars), Diplomacy Board (stances/tension).
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Cell Inspect Card: owner, support breakdown, garrison, security, services, unrest, links, events.
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Forecast Widget: “Do X within Y hours → ΔSupport, ΔMorale, ΔBorder.”
5) Player Levers & Roles
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Field Commander: join/lead battles, place beacons, build temp fortifications, deploy sidekicks.
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Strategic Agent: convoy ambush, depot raid, grid sabotage, leader extraction, radio hijack, tech heist.
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Diplomat/Kingmaker: broker truces, swap prisoners, fund proxies, expose scandals, flip subfactions.
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Quartermaster: route caravans, reduce link risk, commission escorts, manage settlement production.
(Design rule: each op should move two layers at minimum—e.g., Logistics + Morale.)
6) Mission Generators (Systemic + Curated)
Templates parameterized by current state:
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Cut the Vein (convoy ambush), Hearts & Minds (relief), Signal Thief (uplink), Leadership Gambit, Scorched Relay (infrastructure).
Curated arcs plug into the same metrics for story beats.
7) Settlements: Emotion Cores & Defense Sim
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Emotion Core Profiles: Justice, Mercy, Pride, Pragmatism → patrol habits, propaganda tone, defense AI.
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Defense Simulation: layout + militia + suits + morale resolve sieges; player can arrive mid-event.
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Policy Menu: ration plans, militia drills, propaganda tone → Support vs Unrest tradeoffs.
8) Vehicles/Air & Power-Armor Theatres
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Vertibird Network: airfields grant rapid response; Air Denial via AA and weather manipulation.
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Suit Wars: commander suits amplify battle intensity, burn fuel/tech, and magnify propaganda swings.
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Legendary Commanders: named aces with traits; defeat/recruit causes regional morale/diplomacy ripples.
9) Propaganda & Culture War
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Mechanics: broadcasts, posters, rumor cards, town halls; costs, reach, duration, counterplay; backfire risk raises unrest.
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Culture Ops: religious rites, festivals, tribunals—soft-power levers that shift support without shots.
10) Dynamic Endings & World States
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Axes: Governance Stability, Popular Support, Military Dominance, Cultural Legitimacy, Technological Stewardship.
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End States: AI Protectorate, Green Confederacy, Ritual Empire, Nomad Pact, Market Syndicate, etc.
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Epilogues: settlements, commanders, trade lanes get bespoke wrap-ups driven by final metrics.
11) Balancing Knobs, QA Gates & Milestones
Global knobs: capture_rate, supply_attrition, morale_sensitivity, intel_decay.
Faction knobs: doctrine_bias, logistics_efficiency, propaganda_effect, counterintel_strength.
QA gates: every op moves ≥2 meters; forecasts directionally right; doctrines play distinct; epilogues reflect the run.
Milestones (12–16 wks):
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Spine (grid/supply/tick/log) → Identity & Ops + Map v1 → Diplomacy/Intel/Settlements → Air/Elites + Endings.
12) Base Factions (Identity Packs)
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Ashen Reign: mechanized ritual-tech columns; weak to fuel interdiction, EMP, anti-ritual.
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Verdant Accord: eco-ambush, bio-camo; weak to scorched-earth & smear campaigns.
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Spark Rats: drone raiders, chaos; weak to tight security and black-market collapse.
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The Unshackled: synth/AI precision; weak to EM and public backlash.
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Warpath Natives: mobile hunter-warriors; weak to sieges/air denial (expandable with Beastmaster/Weather-Reader trees).
13) Expansion Factions (Canon-Friendly)
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Super Mutant War Clans: FEV vats, spawn pressure, behemoths; counter via vat sabotage, alpha hunts, fear control.
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Raider Cartels: pillage economy, hype-driven morale; counter via checkpoints, market burns, warlord decaps.
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Brotherhood of Steel: PA spearheads + air cav; counter with AA/EMP, fuel interdiction, confiscation optics.
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Gunners (Mercs): contract tiered combined arms; counter by bankrupting, poaching officers, or outbidding.
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Children of Atom: rad area denial, storms; counter with decon infra & expose fake miracles.
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Institute Directorate: infiltration + relay blitz; counter with jammers, trials, and exposure scandals.
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Railroad: exfil/sabotage; counter with counterintel sweeps & surveillance nets.
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Minutemen CDF: militia artillery web; counter with counter-battery/AA and coordinator assassinations.
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Enclave Remnant (late): black-ops overmatch; counter by evidence chain → public exposure, EMP/AA nets.
14) Active Wasteland Roamers (Procedural Packs)
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Dustway Union (Roadwrights): open arteries, toll strikes; lowers link risk, raises intel.
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Blue Lanterns (Water Syndicate): beacon truces, drought taxes; mediate short truces.
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Glowmoth Procession (Rad-Pilgrims): night rites, rad harrow; time/weather-gated.
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Rag-and-Bolt Cartel (Smugglers): shadow manifests; supply attribution noise.
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Mireblaze Wardens (Firebreak Rangers): controlled burns; settlement safety ↑, visibility ↓.
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Stormriders (Sky Raiders): storm-gated heists; AA webs & lures counter.
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Bonepick Bounty Co.: open seasons & amnesties; diplomacy spikes via contracts.
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Glass Shepherds (Nomads): mirage crossings; optics/line-of-sight buffs on flats.
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Relay Jackals (Tech Hijackers): line taps & ghost orders; intel volatility.
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The Long Noon (Ghoul Commune): high-sun markets; prejudice propaganda counterplay.
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Seedkeepers (Agronomists): green pacts, blight breakers; food supply lever.
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Iron Choir (Robo-Cantors): rhythm protocols; EMP “counter-beats” negate.
(Spawn 2–4 globally; rotate weekly in-game; guarantee one aid faction and one predator.)
15) Counter-Factions to Ashen Reign (Mountable Synth War-Gorillas)
Chromeback Cohort (rideable synth war-gorillas):
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Counter Angle: anti-ritual weave (dampens Ashen auras), vehicle breaching, short-range AA by grapnel.
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Roster: Bruisers (vehicle rippers), Stalkers (stealth climbers), Titanback mounts (rideable), Handler Lancers (EMP lance), Howl-Callers (fear aura), Anvilbacks (cover shield).
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Ops: Gorilla Grapnel (force land/immobilize), Howl Break (fear & ritual suppression), Kennel-Fast (plate regrow), Pylon Maul (bonus vs ritual pylons).
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Counters vs them: arcs/suppression, taser grids, sonic dissuaders, ash-slick berms.
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Rider System: mount commands = Charge, Vault, Grapple Vehicle/Air, Roar, Dismount Smash; stats = Nerve, Plate HP, Stamina, Bond.
Hexbreaker Syndicate (ritual-nullifiers):
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Null pylons, solvent darts, metronome “desync” pulses; convert pylons into backlash traps.
Saltwind Interdiction League (fuel killers):
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Dry Tap capacity debuffs, Blue Smoke breakdown events, siphon crews, decoy tankers.
Thundercoil Wardens (air/armor denial):
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Coil towers (AA/EMP radius), rocket nets (ground aircraft), rod fields that shrink air response radius.
(Pair any two to force Ashen into infantry-heavy, low-buff, fuel-poor play.)
16) Create-A-Faction Mode (Builder)
Flow: Identity → Doctrine → Economy/Supply → Territory/Routes → Roster → Unique Ops → Diplomacy → Propaganda → Tech → AI → War-Sim → Save/Publish.
Budget (100 pts): MP, LOG, INT, CIV, TECH, ELT → FPI autobalanced with synergy penalties & uniqueness bonus.
Hard Rules: vehicles require fuel; relay ops need relay infra; mutant vats gated by narrative flags.
UI: step wizard, power panel (Budget/FPI/Upkeep/Shortages), warnings, tactical preview, quick/deep sim.
Schemas: export/import JSON/CSV with assets and version tags; console-safe packages; PC allows scripts/Blueprints.
17) Example Flows & DSL Snippets
Convoy Ambush (end-to-end):
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Spawn
Convoy#117
onrail_02
(VA → Dist. Nine) -
Player acquires route intel (3h reveal)
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Plan “Cut the Vein”; mines/AA; assign roles
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Resolve: battle + background casualties; loot by cargo
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Aftermath: VA munitions −120, morale −0.05; Dist. Nine support −0.03; Ashen pressure +2% nearby
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War Log entry + propaganda unlocks
Counter-Faction DSL (samples):
{
"Faction":{"id":"chromebacks","doctrine":["Shock_Overrun","Climber_Assault"],
"stocks":{"bio":600,"meds":280,"tech":140,"fuel":60},"ritual_dampen_radius":8.0},
"Unit":[
{"id":"cb_bruiser","role":"anti_vehicle","leap":"7.5m","emp_on_grab":0.25},
{"id":"cb_titanback_mount","role":"mount","speed":7.2,"charge_impulse":1.35}
],
"Op":[
{"op_id":"gorilla_grapnel","vs_air_bonus":0.3,"immobilize_secs":10},
{"op_id":"howl_break","fear_radius":10,"ritual_suppression":0.35}
]
}
{
"Faction":{"id":"hexbreakers","doctrine":["Counter_Ritual","Sabotage"]},
"Structure":{"id":"null_pylon","radius":9,"ritual_cancel":1},
"Op":[
{"op_id":"sigil_scrape","cooldown":3,"frontline_pressure_delta":-0.07},
{"op_id":"backlash_spike","stun_secs":6}
]
}
{
"Faction":{"id":"saltwind","doctrine":["Logistics_Warfare","Ambush"]},
"LinkMod":{"id":"dry_tap","fuel_capacity_mult":0.7,"duration_ticks":6},
"Op":{"op_id":"blue_smoke_day","breakdown_prob_add":0.12}
}
{
"Faction":{"id":"thundercoil","doctrine":["AA_Static","EMP_Trapfields"]},
"Structure":{"id":"coil_tower","aa_power":0.8,"emp_radius":12},
"Op":[
{"op_id":"rod_field","air_response_mult":0.6,"radius_cells":2},
{"op_id":"emp_volley","stun_secs":5}
]
}
This single blueprint merges: the Faction Wars spine, canon/expansion factions, roaming wasteland packs, Create-A-Faction mode, and targeted counters (including mountable synth war-gorillas). If you want this packaged as import-ready JSON/CSV tables plus icon sets and UI copy, say the word and I’ll format the bundle.
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