Fallout 5 — Combat, Co-Op, Scares & World Reactivity Upgrade (Design Pitch v0.1)

 

Fallout 5 — Combat, Co-Op, Scares & World Reactivity Upgrade (Design Pitch v0.1)

0) Design pillars

  • Weighty combat, readable danger. Clear feedback for recoil, stagger, armor hits, and limb trauma.

  • Fear with rhythm. An “AI Director” dials tension up/down so jump scares land instead of numbing.

  • Drop-in co-op, single-player first. Every system plays great solo and flexes seamlessly to 2–4 players.

  • The Wasteland remembers. “Rogues,” prisoners, robots, and returning factions leave marks on the world state.


1) Combat & Weaponry 2.0

Ballistics & damage

  • True projectile ballistics (drop, travel time, penetration) with calibers that matter against armor classes.

  • Hit zones & trauma: head (concussion/blur), chest (winded), arms (aim sway, reload speed), legs (mobility).

  • Armor model: light/medium/heavy + condition; AP, HP, slug, flechette, and micro-shrapnel variants.

  • Energy/elemental types: laser (bleed heat/ignite oil), plasma (corrosive splash), cryo (brittle shatter).

  • Gore/dismemberment toggle and “cinematic finishers” setting for accessibility.

Weapon handling & stances

  • Stance triangle: hip-fire (fast, inaccurate), ADS (accurate, slower), braced (highest control; deploy bipod, lean).

  • Momentum moves: sprint-break vault, slide-brake, shoulder-check (staggers in melee range).

  • Suppression meter: sustained near-misses shake aim and slow reloads (affects player & NPCs).

Melee that matters

  • Guard/Clash/Riposte loop: timed block → stamina drain on attacker → riposte window.

  • Targeted maims (arm to break aim chains; leg to stop rushers). Weapon reach and mass change poise/stagger.

Weapons 2.0: modularity + maintenance

  • Frame > Receiver > Barrel > Stock/Grip > Rail > Mag > Optic > Muzzle (every piece has stats + quirks).

  • Heat & fouling: energy weapons overheat; ballistics foul → clean at benches; field-strip skill shortens downtime.

  • Named proto-tech: Enclave gauss “Whisperline,” Brotherhood coilgun “Lion’s Spit,” Institute scatter-photon “Rake.”

V.A.T.S. evolved

  • Focus V.A.T.S. (solo): brief time-dilation, low-FOV tunnel; AP costs scale with armor/angle/limb state.

  • Sync V.A.T.S. (co-op): 1–2 sec slow-mo bubble; each player tags 1–2 actions; shared Team AP pool and team perks.


2) AI & Encounter Crafting

Goal-Oriented AI Roles

  • Breachers, flanks, medics, sappers, drone-handlers, captors. They retreat, regroup, capture downed targets.

  • Morale & comms: kill the radio-caller to stop reinforcements; jam sets cause panic/friendly fire.

AI Director for fear (“Tension Budget”)

  • Tracks light, noise, player vitals, ammo, recent wins/losses to schedule scares:

    • Soft beats: distant footsteps, Geiger spikes, radio whispers.

    • Hard beats: blackout flickers, vent-crawl bots, corpse-jerk “false wakes,” Doomsday robot footfalls.

    • Cool-downs: safe pockets to loot/plan before the next spike.

Procedural encounter recipes

  • Prisoner Convoy, Bunker Purge, Derelict Lab, Ghost Town Sweep, Ambush Ridge—each with variant squads, props, and weather modifiers.


3) Single-Player & Co-Op (drop-in/out)

  • Modes: Story (1–2), Ops Board (1–4 short missions), Free-Roam (1–4).

  • Progression authority: host = world state; guests keep character XP, loot, faction rep, blueprints.

  • Scaling: enemy count/roles scale; elites unlock at 3–4 players; Co-op Affix (e.g., “Thermal vents” for plasma units).

  • Tethering: generous—hard gates only in story set pieces; quick Rally Zip to leader.

  • Co-op stealth: dual takedowns, synchronized picks, paired mini-games (overwatch hack + door breach).

  • Role synergies: Tech (jam/overclock), Scout (mark/trap), Heavy (shield/suppress), Medic (stim revive).

  • Friendly fire lanes: Casual (off), Hybrid (reduced), Sim (on with ricochet).


4) “Find Better Objects” — Loot, Craft, Blueprint Codex

  • Legendary 2.0: affix pools tied to faction provenance (Enclave = mil-spec sensors; Railroad = clandestine silencers).

  • Blueprint Codex: scan relics to reverse-engineer parts; partial scans craft jury-rigged variants with drawbacks.

  • Conditioning: mods stress parts; reckless overcharge can scar a weapon (unique quirk… or flaw).

  • Field benches: micro-benches deployable in cover; risk of ambush ping if used too long.


5) Robots, Prisoners, and Rogues (Dynamic Populations)

Robot Framework

  • Chassis (Protector, Assaultron, Sentry, Doomsday) + Core (Power rating) + Behaviors (Patrol, Guardian, Berserk) + Mounts (arms, tools, weapons).

  • Engineer companion questline: convert Doomsday robots into “Kamikaze-Safe” companions (explosive charge vents outward; self survives). Craft Remote Det and Panic Recall.

  • Salvage trees: higher skill yields intact servos/optic arrays → unlock advanced mounts (arc welder, cryo lance).

Prisoner System

  • Dynamic captures: slavers, raiders, or factions transport captives. Intercept → outcomes: recruit, ransom, escort, intelligence.

  • Trust/Betrayal: hidden traits (coward, zealot, opportunist) can flip later—spawning Nemesis arcs.

Rogue NPCs

  • Tags: Bounty, Debt, Oath, Vice, Grudge. Rogues seed radiant quests, ambushes, or unlikely ally moments.

  • Reputation math: your faction optics change how rogues greet you (e.g., Enclave gear scares wasters; Railroad gear calms synths).


6) Returning Factions & “Conclaves”

(Assuming “Conclaves” = Enclave remnants—plus other legacy groups)

  • Enclave Remnants (“Conclave Cells”): clean-room bunkers, black-ops patrols, gauss & seeker drones. Mechanics: propaganda towers, ID spoofing, bunker lockdowns.

  • Brotherhood of Steel (Splinters): doctrine splits (Tech-Maximalists vs Humanitarian Knights). Mechanics: squire mentorship, patrol airdrops, Paladin Trials.

  • NCR Pathfinders (expeditionary detachment): caravans, forward bases, supply politics. Mechanics: trade routes, fortify waystations, taxation choices.

  • Institute Diaspora: gen-3 synth cells, identity crises. Mechanics: ethics flags for synth rights, memory clinics.

  • Railroad Remnants: clandestine networks. Mechanics: disguise & cover ops, safehouses, “rail sign” puzzles.

  • Gunners 2.0: merc PMC with contracts board; contract difficulty changes Wasteland sentiment toward you.

  • Vault-Tec Projects (e.g., X-21 tie-ins): experimental wings, ethically gray upgrades. Mechanics: mutation crafting & containment events.

Faction gameplay

  • Reputation lattice: choices tip alliances; joint ops unlock cross-faction tech (e.g., Enclave optics + BoS coil receivers).

  • Uniform & insignia disguise: craft credible disguises; fail checks under scrutiny (papers, speech, or bribe).


7) Set-Piece Missions (examples)

  • “Blackout at Hangar 12” (fear + robots): power cut → strobes, echoing servos; Doomsday footsteps telegraph; engineer’s mod turns one into a deployable ally mid-fight.

  • “Prisoners’ Parade” (systems crossover): slaver convoy with jammers; split-team co-op: sniper overwatch, infiltrator detaches clamps, heavy stops reinforcements.

  • “Conclave Echoes” (Enclave bunker heist): Synced V.A.T.S. breach, radiation flooding puzzles, propaganda tower sabotage changes patrol density region-wide.

  • “Rogue’s Debt” (nemesis arc): a rescued rogue sells you out; track them to a Gunners black site; choose justice, mercy, or leverage.


8) Scare Crafting Toolkit (for designers)

  • Tension Curves: Lo/Lo/Hi/Cooldown templates per biome; Director schedules soft (audio, silhouettes) → hard (encounter) → cool-down.

  • Cadence knobs: darkness bias, decoy frequency, false-safe probability, “breather” probability.

  • Diegetic scares: malfunctioning Mr. Handy leaks a lullaby, holotapes that change on replay, mannequins that re-pose when unobserved.


9) Difficulty Lanes (your preferred framing)

  • Casual/Assisted: generous ammo & stims, V.A.T.S. longer, friendly fire off, simplified armor.

  • Hybrid/Standard: default survival, suppression on, basic armor interactions, friendly fire reduced.

  • Sim/Discipline: full ballistics, armor/heat/fouling, friendly fire ON, limited HUD, harsher limb trauma.


10) MVP → V1 → V2 roadmap

MVP (vertical slice, 1–2 regions)

  • Core gunplay + stances, suppression, basic armor classes.

  • Sync V.A.T.S. (2-player), Ops Board with 4 mission recipes.

  • AI Director with 3 scare beats; Doomsday robot encounter + engineer mini-quest.

  • Prisoner Convoy system (recruit/ransom), Rogue Nemesis seed.

  • Enclave bunker + small BoS patrols; Blueprint Codex Tier-1.

V1 (campaign ready)

  • Full weapon modularity, heat/fouling, expanded calibers.

  • 6+ faction loops, disguise, propaganda towers, patrol world-state shifts.

  • Robot Framework (mount variety), prisoner traits/betrayals, rogue arcs.

  • 10+ set-pieces, biome-specific scare palettes.

V2 (post-launch)

  • 4-player story option via optional “Squad narrative” routes.

  • Advanced co-op roles (shield link, overclock link), settlement raids/defense.

  • Mutation crafting wing, Vault-Tec rogue-like containment breaches.


11) Player-facing UX notes

  • Readability: hit shield, armor crack, blood mist, and limb icons are distinct.

  • Audio: suppression whine, armor ping, heat hiss, cryo crystal-tinkle—noisy but informative.

  • Settings: granular toggles for gore, spook intensity, arachnophobia replacements, camera shake, colorblind, and caption tiers.




Fallout 5 — Combat, Co-Op, Scares & World Reactivity (Design Addendum v0.2)

1) Weapon Families, Mods & Fail States

Ballistics (examples & roles)

  • .22 LR (varmint/stealth), 9×19 (SMGs, sidearms), .45 ACP (stopping power), 5.56 NATO (mid-range), 7.62×39 (brush/penetration), 7.62 NATO (DMR), .50 (anti-materiel).

  • Shot: buck, slug, flechette, dragon’s breath (ignition hazard), cryo shell (brittle debuff).

  • Specials: Gyrojet micro-rockets (silent velocity), caseless (heat/FTR spikes), subsonic (suppression↓, stealth↑).

Energy/Elemental

  • Laser (beam; heat stacks → ignite oils), Plasma (blob; corrosive splash), Cryo (cone; brittle threshold), Ion (EMP arcs vs. robots & power armor).

Melee Classes

  • Light (machetes, batons) fast/stagger-light; Medium (fire axes, hammers) poise break; Heavy (sledge, super sledge) area cleave & armor crack; Exotic (shock baton, ripper) status-heavy.

Mod Slots & Examples

  • Receiver (match-grade: crit spread↓; caseless: heat↑ recoil↓), Barrel (heavy: sway↓ ADS-time↑; integrally-suppressed: sound↓ range↓), Stock/Grip (folding: mobility↑ recoil↑), Mag (drum: capacity↑ reload-penalty), Muzzle (comp: recoil↓ flash↑; precision brake: recoil↓ noise↑), Optic (prism 1×, LPVO 1-6× with tunnel vision), Rail (rangefinder = drop compensation; shot counter = fouling alert).

Maintenance & Fail States

  • Heat (energy) → overheat jam; Fouling (ballistics) → misfeed; Wear → accuracy cone bloom.

  • Quick-Clear Mini-Game (risk/reward): fail = long jam; success = back in action, small durability hit.


2) Combat Math & Tuning Knobs

  • Penetration Score = Caliber Base × Barrel Factor × Ammo Type − Target Armor Tier (min 0).

  • Stagger Check = (Impact Impulse × Hit Zone Multiplier) − Target Poise; success = flinch/knockdown.

  • Suppression accumulates per near-miss/impact within radius; decays with cover, leadership perks, chems.

  • Limb Trauma Thresholds: arm (aim sway + reload penalty), leg (sprint lock + crouch speed boost), head (tunnel vision + tinnitus) — each with medic tool counters.


3) AI Packages & Behaviors

Role Brains

  • Breacher (flash → entry → close-quarters grapples), Flanker (pathfinds side angles, traps), Sapper (mines, doors), Drone-Handler (spotter quadcopters), Captor (non-lethals, zip-cuffs).

  • Commander AI: issues retreats, calls reinforcements, rallies morale; killing/isolating them collapses squad cohesion.

Senses & Signals

  • Light cone (dark-bias), sound graph (material aware), smell (ghouls/mutants), comms net (jam/decoy).

  • Capture Loop: downed player/NPC → drag to cover → bind → move to extraction → timed rescue window.


4) Co-Op Systems (1–4 Players)

Team AP & Sync V.A.T.S.

  • Generation: headshots, assists, suppressing fire, utility plays (heal, jam, revive) → Team AP bank.

  • Activation: 1–2 sec slow-mo bubble; each player commits 1–2 queued actions; bubble strength scales with bank.

Class Synergies (soft classes via perk trees)

  • Tech: jammer (enemy comms-off), overclock (ally fire rate burst), turret deploy.

  • Scout: recon ping (marks weak points), decoy thrower, silent takedown chain.

  • Heavy: deployable cover, shield wall, suppressive cone (wider suppression radius).

  • Medic: stim-lance revive, trauma patch (limb debuff clear), team DR aura.

  • Dual Plays: shield-peek breach, paired hacks (one overwatch snipe + one hack), dual takedowns.

Scaling & Affixes

  • +1 player = +roles not just +HP. At 3–4, introduce elite affixes (Thermal Vents, Piercing Rounds, Drone Swarm).


5) Tension/Scare Director (Advanced)

Inputs: ambient light, noise, ammo, player health, recent deaths, time since last scare, biome tag.
Budget: Soft beats (0–1), Medium (2–3), Hard (4–6). Director spends/earns points based on player state.

Beat Library

  • Soft: Geiger ticks, shadow sweep, radio desync whisper, distant clank, “false footstep”.

  • Medium: short power flicker, vent-crawl bot silhouette, corpse twitch, door slam behind last player.

  • Hard: blackout wave + red emergency strobes, Doomsday robot approach (infra thump), feral swarm burst.

Biome Palettes

  • Metro: echo/metallic pings, rat swarms, railcar rattle.

  • Wetlands: bubble pops, gas pockets ignite, fog silhouettes.

  • Labs: PA ghosts, auto-surgery arms twitch, specimen tank cracks.

  • Suburbs: TVs auto-on, mannequins re-pose when unobserved, child-song music box detunes.

Toggles: Arachnophobia replacements, spook intensity slider, “No sudden audio spikes” accessibility.


6) Robot Framework & Engineer Companion Arc

Chassis & Mounts

  • Protector (shield + baton/taser), Assaultron (optic laser, blade arms), Sentry (tri-mount heavy), Doomsday (vented charge).

  • Mounts: arc welder, cryo lance, ion emitter, grapple claw, riot foam sprayer, saw arm.

Hack & Bonding Tiers

  • Tier 1: temp override (short-term ally)

  • Tier 2: re-key core (companion slot)

  • Tier 3: behavior rewrite (custom routines, emotes, patrols)

“Kamikaze-Safe” Conversion

  • Re-engineer the charge to directional vent (45° forward cone).

  • Damage model: High in cone, minimal to chassis; timed arming; player-placed det or AI-decide under Director rules.

  • Counterplay: EMP stuns cancel charge; wet surfaces boost ion arc.

Quest Beats (Engineer Companion)

  1. Recover corrupted firmware from a Conclave cache.

  2. Field-test vented charge in a live nest.

  3. Decide: keep lethal cone or convert to stunning concussive variant (non-lethal crowd control).

  4. Unlock Fabrication Bench: print mounts from salvaged servos/optic arrays.


7) Prisoners, Rogues & Nemesis

Prisoner Traits (hidden, revealed via speech/perception)

  • Coward, Zealot, Grifter, Loyalist, Opportunist, Plant (spy), Healer, Tinkerer.
    Outcomes: recruit (temporary follower), ransom (caps/resources), safe-escort (reputation), intel (map updates).
    Betrayal Seeds: low trust + opportunist/plant → defection; spawns Nemesis with personal taunts, gear growth, ambush chance.

Rogues

  • Tag web: Bounty, Debt, Oath, Vice, Grudge.

  • Trigger radiant quests (Heist, Hunt, Protection), unique shops (black market kits), or double-cross set-pieces.


8) Returning Factions & Conclaves (Mechanics)

Enclave “Conclave Cells”

  • Propaganda Towers (radios sway locals; debuff player rep unless sabotaged), ID-spoof armor, gauss & seeker drones.

  • Heist Loop: spoof badge → vault access → decontam puzzle → data/tech heist → tower sabotage shifts regional patrol density.

Brotherhood (Splinters)

  • Tech-Maximalists (exos, coilguns, confiscation laws) vs Humanitarians (community patrols, squire program).

  • Paladin Trials unlock perks (braced stance buff, armor repair in field).

NCR Pathfinders

  • Trade Routes & waystations; choose tax/defend/raid → alters caravan traffic, prices, and guard presence.

Institute Diaspora & Railroad Remnants

  • Synth rights flags affect quest availability; disguise ops (papers, voiceprint checks, rail sign puzzles).

Gunners 2.0

  • Contract board with shifting employer reputation; “go loud” contracts reduce settlement trust.

Cross-Faction Tech

  • Combine optics (Enclave) + receivers (BoS) = coil-gauss hybrid, etc. Requires dual goodwill or black-market workarounds.


9) Loot, Blueprint Codex & Economy

  • Scan-to-Blueprint: complete scan → clean craft; partial scan → jury-rig (quirk + flaw).

  • Affixes tied to provenance (Railroad silencers = heat↑ sound↓↓; Conclave optics = aim assist cone↓ precision↑).

  • Black Markets: sell contraband, falsify IDs, craft disguises; risk of sting ops.

  • Conditioning: overclock mods raise Stress; crossing thresholds can scar the weapon (permanent quirk) unless serviced.


10) Encounter & Mission Recipes (Ops Board)

  • Bunker Purge (hazmat, vents, timed fans), Ambush Ridge (killbox vs. counter-snipe), Prisoner Parade (jammer truck), Derelict Lab (power routing + specimen breaches), Ghost Town Sweep (hollow houses + scare beats).

  • Mutators: Low-Vis Fog, Ammo Drought, EMP Storm, Predator Pack, “No HUD” Challenge, Friendly Fire “Sim”.


11) Progression & Perks (high-level)

Trees: Combat, Tech, Survival, Charisma (co-op synergies across all).

  • Combat: Braced Mastery, Controlled Burst, Riposte+, Armor Crack.

  • Tech: Field Strip Pro, IDSpoof, Drone Buddy, Overclock Chain.

  • Survival: Quiet Footing, Scav Savant, Trauma Care, Chem Craft.

  • Charisma: Interrogate, Rally (suppression resist aura), Double-Deal (rogue negotiations), Co-op AP Boon.

Signature Perks

  • Shot Caller: killing a commander grants team AP burst.

  • Ghost Walk: consecutive stealth kills extend detection buffer.

  • Last Zip: auto-deploy cover on revive; short DR window.


12) UX & Accessibility (player-facing)

  • Hit Clarity: armor crack sprite vs. flesh mist vs. brittle shatter are distinct.

  • Status Rails: top-left limb icons + timers; bottom-right heat/fouling; center suppression vignette.

  • Assist Sliders: aim assist, recoil help, V.A.T.S. duration, friendly fire lanes, spook intensity, colorblind & caption tiers.


13) World Reactivity & Newsflow

  • Patrol Density Map changes with tower sabotage, faction rep, contract choices.

  • Radio News & Rumors reflect player heists, rescues, betrayals.

  • Wanted System: take hostile contracts → bounties posted; bribe/clear via faction contacts.


14) Set-Piece Concepts (new)

  • “Signal Lost”: EMP storm disables optics; fight by muzzle flash & lightning silhouette, Scout leads via flares.

  • “Glass Menagerie”: cryo tanks cracking; timed valves; choose to save specimens or weaponize breaches.

  • “Taxman’s Due”: NCR convoy dilemma—defend for rep or skim goods for black market favor.

  • “Paper Saints”: Railroad infiltration with paper checks, voiceprint mimic mini-game, shadow tailing.


15) Vertical Slice Checklist (playable goals)

  • 1 biome (Metro), 1 Ops Hub, 4 mission recipes with 2 mutators each.

  • Gunplay: 2 ballistics families + 1 energy, heat/fouling, 10 core mods, 3 fail states.

  • Melee Guard/Clash/Riposte loop with 3 weapon classes.

  • AI: 4 roles + Commander, capture drag, comms/jam.

  • Tension Director: 6 soft/4 medium/3 hard beats (toggleable).

  • Robots: 2 chassis + Engineer quest beat 1–2 + Kamikaze-Safe test.

  • Factions: Enclave tower, BoS patrol, 1 disguise check.

  • Prisoner/Rogue: 3 traits live, 1 Nemesis flip.

  • Co-Op: Team AP + Sync V.A.T.S., 2 class synergies, friendly-fire lanes.



Fallout 5 — Combat, Co-Op, Scares & World Reactivity (Design Addendum v0.3)

1) Core Tuning Ranges (first-pass, VS-ready)

1.1 Armor & Penetration

  • Armor tiers: Cloth (0), Scrap (20), Light (45), Medium (70), Heavy (100), Powered (135).

  • Pen Score = (CaliberBase × BarrelFactor × AmmoMod) − ArmorTier; clamp ≥ 0.

    • CaliberBase: .22=18, 9mm=35, .45=48, 5.56=55, 7.62×39=62, 7.62 NATO=75, .50=120.

    • BarrelFactor: Short=0.85, Carbine=1.00, Rifle=1.15, DMR=1.25.

    • AmmoMod: AP=+20, HP=−15 (but +30 flesh dmg), Subsonic=−10 (stealth perks negate).

  • Damage multipliers by hit zone: Head 2.0× (helmet mitigates up to 30%), Chest 1.0×, Abdomen 0.9× (bleed↑), Arm 0.8× (sway↑), Leg 0.8× (mobility↓).

  • Brittle threshold (Cryo): if target has “Brittle” ≥ 100 and receives Pen Score ≥ 40 → shatter check (25% base).

1.2 Limb Trauma Thresholds

  • Arm Trauma: 40/80/120 (tiers). Effects: +10%/+20%/+35% sway, reload +5%/+10%/+20%.

  • Leg Trauma: 40/80/120. Effects: sprint off / crawl speed +20% / periodic stumble.

  • Head Trauma: 30/70/110. Effects: tinnitus (audio low-pass 6s/10s/15s), tunnel FOV −5/−10/−15 deg.

1.3 Heat & Fouling

  • Energy heat cap: 100. Overheat at 85+ (jam animation 1.2s). Heat per shot: Laser +8, Plasma +12, Ion +10, Cryo +9. Passive cool: −6/s (moving) or −10/s (braced).

  • Ballistic fouling cap: 100. Misfeed at 80+ (clear mini-game 0.9–1.6s). Fouling per shot: pistol +1, rifle +2, shotgun +4. Quick clean (field strip): −35; Bench clean: reset to 0.

1.4 Suppression & Morale

  • Suppression gain per near-miss (<2m): pistol 6, rifle 10, MG 16, explosion 30.

  • Suppression decay: −8/s in cover, −4/s exposed; Commander aura +3/s.

  • Morale states: Steady (≥70), Shaken (30–69), Broken (≤29). Broken units seek hard cover, may surrender (5–15%).


2) Sync V.A.T.S. & Team AP (spec)

  • Earning Team AP: headshot +6, assist +3, revive +10, utility play (jam/heal/trap) +4, elite kill +12.

  • Cap: 100 AP. Activation costs:

    • 2-player bubble: 30 AP (1.2s slow-mo @ 40% time scale)

    • 3–4 players: 45 AP (1.4s @ 35%).

  • Queued actions per player: base 1; Charisma: Tactician II → +1.

  • Armor/Angle AP surcharge: targeting Heavy frontal plate adds +3 AP per shot; flank angle (≥50°) refunds 2 AP.

  • Cooldown: 10s global; −2s if bubble ends with “Overwatch Finish” (last target downed).


3) AI: Role Brains & Blackboard Keys

Blackboard keys: threat_map, last_shot_dir, suppression_level, commander_status, ally_state[], capture_targets[], jammed_channels[]

Breacher BT (abridged):

Selector ├─ If(door_intact && flash_ready) → ThrowFlash → BreachEntry → CloseQuartersCombo ├─ If(suppression_level > 60) → SmokeCover → ZigRush └─ FallbackCover → LeanFire

Commander BT:

Parallel(Policy: Succeed On One) ├─ EvaluateMorale → If(Broken) → OrderRetreat ├─ CallReinforcements (cooldown 45s; jammed_channels blocks) └─ MarkTargets (broadcast priorities to squad)

Captor BT (new):

Sequence ├─ FindDownedTarget → DragToCover ├─ ZipCuff (3s) // creates "prisoner" actor └─ RouteToExtraction (spawns timer event & map ping)

4) Tension Director FSM

States: Calm → Unease → Dread → Crescendo → Breather → (loops)

  • Budget per loop: 8 points. Soft=1, Medium=2, Hard=4.

  • Escalation rules: if player HP <35% or ammo <20% → +1 free Soft, never Hard. After two Hard beats in 5 min → force Breather.

  • Inputs: ambient lux, noise, last scare time, biome palette, co-op size, arachnophobia toggle.

  • Diegetic hooks: lights, radios, vents, mannequins, PA systems, Geiger spikes.


5) Disguise & Suspicion (Conclave/Railroad ops)

  • Suspicion meter (0–100):

    • Baseline by uniform authenticity (cloth 20, crafted 40, stolen real 70 + papers 20).

    • Behavior modifiers: sprinting +10/s, pointing gun +15, lingering in restricted +5/s, wrong passphrase +40.

    • Counterplay: present papers (−35), passphrase (−25), bribe (−20), leave zone (−8/s).

  • Checks: gate sentry (quick), officer (deep); at 100 → alarm & ID flag for region 30m.


6) Prisoner & Rogue Systems (state flow)

Prisoner pipeline:
Downed (rescued) → Stabilized → Interrogated → Outcome

  • Outcomes: Recruit (temp follower), Ransom (caps/resources), Escort (reputation), Intel (map POIs).

  • Hidden traits gate betrayal seeds; if Trust < 40 and trait∈{Opportunist, Plant} → Nemesis spawn with personal taunts and growth gear.

Rogue arcs:

  • Seeds: Bounty, Debt, Oath, Vice, Grudge.

  • Branches: Deal → Double-Cross → Hunt OR Ally → Unique Shop OR Debt Cleared → Favors (free Fast-Travel once/day).


7) Faction Reputation Lattice (simplified)

  • Factions: Conclave(EN), Brotherhood(BoS), NCR, Railroad, Institute Diaspora, Gunners, Settlements.

  • Vector Rep[F] ∈ [−100, +100]. Action yields Δ to one and projections to rivals:

    • Example: +20 BoS patrol rescue → EN −8, Gunners −10, Settlements +6.

  • Thresholds:

    • −60 Hostile (kill on sight);

    • −10 Wary (searches, higher prices);

    • +40 Allied (shops, contracts, co-op ops);

    • +75 Trusted (cross-tech crafts, elite quests).


8) Economy, Loot & Blueprint Codex

Rarity: Common, Uncommon, Rare, Epic, Prototype (faction-tied).
Affixes by provenance (samples):

  • Conclave Optics: Precision Core (+15% headshot crit window, −10% ADS speed).

  • Railroad Silencer: Whisper-weave (−25 dB, +10 heat per mag).

  • BoS Receiver: Coil-stabilized (recoil −20%, maintenance cost +1.5×).

Scan grades: Partial (60–89%) → Jury-Rig blueprint (quirk + flaw). Full (90–100%) → Clean blueprint.

Blueprint entry (example):

Item: Coil-Gauss Hybrid Receiver Provenance: BoS × EN cross-tech Reqs: Electromagnetics 2, Machining 2, EN Optics Scan (≥80%), BoS Receiver Scan (≥70%) Stats: +25 Pen Score, -12% ROF, +10 recoil Quirk (Jury-Rig only): Occasional coil whine (stealth -5 within 10m)

9) Ops Board: Mutators & Mission Recipes

Global Mutators: Low-Vis Fog (sight −20m), Ammo Drought (ammo spawns −50%), EMP Storm (scopes flicker), Predator Pack (elite melee rushers), No HUD (expert), Sim Fire (friendly fire ON).

Recipe skeleton:

MissionType: Prisoner Parade MapTag: Metro Forces: Slavers (Sapper+Captor), 1 Commander truck (Jammer) Objectives: - Disable jammer (Sapper toolkit or Sync V.A.T.S. breach) - Free prisoners (3 cages; keys or lockpick) - Extract with2 alive Variants: - Fog + EMP - Conclave interest (reinforcement chance +30%)

10) Content Data Schemas (authoring-facing)

Weapon (YAML):

id: "rifle_mk1" frame: "AR" caliber: "5.56" barrels: ["short","carbine","rifle"] receivers: ["stock","match","caseless"] mods: muzzle: ["comp","brake","suppressor"] optic: ["iron","prism1x","lpvo"] heat_profile: { per_shot: 0, decay_s: 0 } # ballistic fouling_profile: { per_shot: 2, misfeed: 80 } base_recoil: 1.0 tags: ["ncr","common"]

AI Role (JSON):

{ "role_id": "breacher", "weapons": ["shotgun","smg"], "utilities": ["flash","smoke"], "bt": "breacher_v1", "preferences": { "range": "close", "cover": "aggressive" } }

Tension Beat (JSON):

{ "id": "vent_crawl_bot", "tier": "Medium", "biomes": ["Metro","Labs"], "budget": 2, "cooldown_s": 120, "triggers": ["light<20","time_since_last>=60"], "fx": ["shadow_silhouette","metal_scrape"] }

11) Encounter Script DSL (designer-friendly)

encounter "Blackout at Hangar 12" { biome = "Labs" director.state = DREAD on_start: power.cut() spawn("doomsday", at="hangar_far", patrol="slow_footfall") spawn_group("techs", count=4).equip("ion_pistols") beats: after 30s -> director.play("red_strobe") when player.heat>70 -> spawn("coolant_bot", route="leak_loop") objectives: "Restore Auxiliary" -> console.hack(diff=Medium) "Divert Coolant" -> valves.turn(3) success: reward.blueprint("vented_charge") }

12) Co-Op Roles: Perk Nodes (examples)

  • Tech: Jammer I/II (comms off 8s/14s), Overclock I/II (+10%/+18% ROF 6s), Drone Buddy (spotter with weak-point marks).

  • Scout: Recon Ping (cone mark 8s), Ghost Step (noise −30%), Decoy Mk.II (draws 1–2 enemies).

  • Heavy: Deploy Cover (300 HP wall), Shield Wall (projectile DR 40% front), Suppressive Cone (+25% suppression radius).

  • Medic: Stim Lance (revive 1.5s), Trauma Patch (clear 1 limb debuff), Rally Pulse (+10 morale allies 5s).


13) Robots: Mount Table (samples)

MountSlotEffectCounter
Arc WelderArmChain lightning vs clustered foesRubber/insulated armor
Cryo LanceArmCone chill → brittle stacksFire DOT
Ion EmitterCoreEMP burst (robots/power armor)Faraday mod
Riot Foam SprayerArmNon-lethal immobilize (co-op capture)Fire/acid
Grapple ClawArmPull target; opens melee riposte windowPoise high

14) Accessibility & Comfort

  • Scare Intensity Slider (0–5): 0 disables jump spikes; replaces with environmental tells.

  • No Sudden Audio Spikes toggle: caps transient volume deltas to −6 dBFS.

  • Arachnophobia Mode: swaps spider forms for crawler drones.

  • Camera: shake 0–100%, FOV range per platform, aim-assist curve sliders, subtitle tiers (combat/non-combat, SFX tags).


15) Vertical Slice (engineering KPIs)

  • Target perf (PS5/XBS): 60 FPS Performance, 40 FPS Quality (RT AO only).

  • AI: ≤28 active agents, ≤6 role types, comms/jam events ≤4/sec.

  • Netcode (P2P/Host): 120 ms bubble resync budget for Sync V.A.T.S., rollback window 150 ms for hitscan.

  • Memory: tension beat audio cache ≤64 MB, AI BB per agent ≤6 KB.


16) QA Scenarios (combat & fear)

  • Suppression loop: MG lane forces Shaken within 4s unless cover found.

  • Heat test: Plasma overheats after 8 consecutive shots (no perks), auto-cool ≤6s to safe.

  • Director fairness: No two Hard beats within 3 min; Breather enforced after Crescendo.

  • Capture rescue: 30s rescue window, map ping updates every 10s; co-op revive across bubble works.


17) Set-Piece Packs (ready to author)

  1. “Signal Lost” (EMP storm, Scout leadership, flare pathing)

  2. “Glass Menagerie” (cryo tank pressure puzzle, choice: weaponize specimens)

  3. “Taxman’s Due” (NCR convoy ethics: defend vs skim)

  4. “Paper Saints” (Railroad infiltration, passphrase & papers, suspicion mini-game)


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