Fallout 5 — Combat, Co-Op, Scares & World Reactivity Upgrade (Design Pitch v0.1)
0) Design pillars
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Weighty combat, readable danger. Clear feedback for recoil, stagger, armor hits, and limb trauma.
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Fear with rhythm. An “AI Director” dials tension up/down so jump scares land instead of numbing.
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Drop-in co-op, single-player first. Every system plays great solo and flexes seamlessly to 2–4 players.
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The Wasteland remembers. “Rogues,” prisoners, robots, and returning factions leave marks on the world state.
1) Combat & Weaponry 2.0
Ballistics & damage
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True projectile ballistics (drop, travel time, penetration) with calibers that matter against armor classes.
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Hit zones & trauma: head (concussion/blur), chest (winded), arms (aim sway, reload speed), legs (mobility).
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Armor model: light/medium/heavy + condition; AP, HP, slug, flechette, and micro-shrapnel variants.
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Energy/elemental types: laser (bleed heat/ignite oil), plasma (corrosive splash), cryo (brittle shatter).
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Gore/dismemberment toggle and “cinematic finishers” setting for accessibility.
Weapon handling & stances
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Stance triangle: hip-fire (fast, inaccurate), ADS (accurate, slower), braced (highest control; deploy bipod, lean).
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Momentum moves: sprint-break vault, slide-brake, shoulder-check (staggers in melee range).
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Suppression meter: sustained near-misses shake aim and slow reloads (affects player & NPCs).
Melee that matters
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Guard/Clash/Riposte loop: timed block → stamina drain on attacker → riposte window.
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Targeted maims (arm to break aim chains; leg to stop rushers). Weapon reach and mass change poise/stagger.
Weapons 2.0: modularity + maintenance
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Frame > Receiver > Barrel > Stock/Grip > Rail > Mag > Optic > Muzzle (every piece has stats + quirks).
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Heat & fouling: energy weapons overheat; ballistics foul → clean at benches; field-strip skill shortens downtime.
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Named proto-tech: Enclave gauss “Whisperline,” Brotherhood coilgun “Lion’s Spit,” Institute scatter-photon “Rake.”
V.A.T.S. evolved
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Focus V.A.T.S. (solo): brief time-dilation, low-FOV tunnel; AP costs scale with armor/angle/limb state.
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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
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Breachers, flanks, medics, sappers, drone-handlers, captors. They retreat, regroup, capture downed targets.
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Morale & comms: kill the radio-caller to stop reinforcements; jam sets cause panic/friendly fire.
AI Director for fear (“Tension Budget”)
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Tracks light, noise, player vitals, ammo, recent wins/losses to schedule scares:
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Soft beats: distant footsteps, Geiger spikes, radio whispers.
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Hard beats: blackout flickers, vent-crawl bots, corpse-jerk “false wakes,” Doomsday robot footfalls.
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Cool-downs: safe pockets to loot/plan before the next spike.
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Procedural encounter recipes
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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)
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Modes: Story (1–2), Ops Board (1–4 short missions), Free-Roam (1–4).
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Progression authority: host = world state; guests keep character XP, loot, faction rep, blueprints.
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Scaling: enemy count/roles scale; elites unlock at 3–4 players; Co-op Affix (e.g., “Thermal vents” for plasma units).
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Tethering: generous—hard gates only in story set pieces; quick Rally Zip to leader.
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Co-op stealth: dual takedowns, synchronized picks, paired mini-games (overwatch hack + door breach).
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Role synergies: Tech (jam/overclock), Scout (mark/trap), Heavy (shield/suppress), Medic (stim revive).
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Friendly fire lanes: Casual (off), Hybrid (reduced), Sim (on with ricochet).
4) “Find Better Objects” — Loot, Craft, Blueprint Codex
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Legendary 2.0: affix pools tied to faction provenance (Enclave = mil-spec sensors; Railroad = clandestine silencers).
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Blueprint Codex: scan relics to reverse-engineer parts; partial scans craft jury-rigged variants with drawbacks.
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Conditioning: mods stress parts; reckless overcharge can scar a weapon (unique quirk… or flaw).
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Field benches: micro-benches deployable in cover; risk of ambush ping if used too long.
5) Robots, Prisoners, and Rogues (Dynamic Populations)
Robot Framework
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Chassis (Protector, Assaultron, Sentry, Doomsday) + Core (Power rating) + Behaviors (Patrol, Guardian, Berserk) + Mounts (arms, tools, weapons).
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Engineer companion questline: convert Doomsday robots into “Kamikaze-Safe” companions (explosive charge vents outward; self survives). Craft Remote Det and Panic Recall.
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Salvage trees: higher skill yields intact servos/optic arrays → unlock advanced mounts (arc welder, cryo lance).
Prisoner System
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Dynamic captures: slavers, raiders, or factions transport captives. Intercept → outcomes: recruit, ransom, escort, intelligence.
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Trust/Betrayal: hidden traits (coward, zealot, opportunist) can flip later—spawning Nemesis arcs.
Rogue NPCs
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Tags: Bounty, Debt, Oath, Vice, Grudge. Rogues seed radiant quests, ambushes, or unlikely ally moments.
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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)
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Enclave Remnants (“Conclave Cells”): clean-room bunkers, black-ops patrols, gauss & seeker drones. Mechanics: propaganda towers, ID spoofing, bunker lockdowns.
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Brotherhood of Steel (Splinters): doctrine splits (Tech-Maximalists vs Humanitarian Knights). Mechanics: squire mentorship, patrol airdrops, Paladin Trials.
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NCR Pathfinders (expeditionary detachment): caravans, forward bases, supply politics. Mechanics: trade routes, fortify waystations, taxation choices.
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Institute Diaspora: gen-3 synth cells, identity crises. Mechanics: ethics flags for synth rights, memory clinics.
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Railroad Remnants: clandestine networks. Mechanics: disguise & cover ops, safehouses, “rail sign” puzzles.
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Gunners 2.0: merc PMC with contracts board; contract difficulty changes Wasteland sentiment toward you.
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Vault-Tec Projects (e.g., X-21 tie-ins): experimental wings, ethically gray upgrades. Mechanics: mutation crafting & containment events.
Faction gameplay
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Reputation lattice: choices tip alliances; joint ops unlock cross-faction tech (e.g., Enclave optics + BoS coil receivers).
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Uniform & insignia disguise: craft credible disguises; fail checks under scrutiny (papers, speech, or bribe).
7) Set-Piece Missions (examples)
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“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.
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“Prisoners’ Parade” (systems crossover): slaver convoy with jammers; split-team co-op: sniper overwatch, infiltrator detaches clamps, heavy stops reinforcements.
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“Conclave Echoes” (Enclave bunker heist): Synced V.A.T.S. breach, radiation flooding puzzles, propaganda tower sabotage changes patrol density region-wide.
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“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)
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Tension Curves: Lo/Lo/Hi/Cooldown templates per biome; Director schedules soft (audio, silhouettes) → hard (encounter) → cool-down.
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Cadence knobs: darkness bias, decoy frequency, false-safe probability, “breather” probability.
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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)
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Casual/Assisted: generous ammo & stims, V.A.T.S. longer, friendly fire off, simplified armor.
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Hybrid/Standard: default survival, suppression on, basic armor interactions, friendly fire reduced.
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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)
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Core gunplay + stances, suppression, basic armor classes.
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Sync V.A.T.S. (2-player), Ops Board with 4 mission recipes.
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AI Director with 3 scare beats; Doomsday robot encounter + engineer mini-quest.
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Prisoner Convoy system (recruit/ransom), Rogue Nemesis seed.
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Enclave bunker + small BoS patrols; Blueprint Codex Tier-1.
V1 (campaign ready)
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Full weapon modularity, heat/fouling, expanded calibers.
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6+ faction loops, disguise, propaganda towers, patrol world-state shifts.
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Robot Framework (mount variety), prisoner traits/betrayals, rogue arcs.
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10+ set-pieces, biome-specific scare palettes.
V2 (post-launch)
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4-player story option via optional “Squad narrative” routes.
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Advanced co-op roles (shield link, overclock link), settlement raids/defense.
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Mutation crafting wing, Vault-Tec rogue-like containment breaches.
11) Player-facing UX notes
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Readability: hit shield, armor crack, blood mist, and limb icons are distinct.
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Audio: suppression whine, armor ping, heat hiss, cryo crystal-tinkle—noisy but informative.
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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)
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.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).
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Shot: buck, slug, flechette, dragon’s breath (ignition hazard), cryo shell (brittle debuff).
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Specials: Gyrojet micro-rockets (silent velocity), caseless (heat/FTR spikes), subsonic (suppression↓, stealth↑).
Energy/Elemental
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Laser (beam; heat stacks → ignite oils), Plasma (blob; corrosive splash), Cryo (cone; brittle threshold), Ion (EMP arcs vs. robots & power armor).
Melee Classes
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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
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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
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Heat (energy) → overheat jam; Fouling (ballistics) → misfeed; Wear → accuracy cone bloom.
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Quick-Clear Mini-Game (risk/reward): fail = long jam; success = back in action, small durability hit.
2) Combat Math & Tuning Knobs
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Penetration Score = Caliber Base × Barrel Factor × Ammo Type − Target Armor Tier (min 0).
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Stagger Check = (Impact Impulse × Hit Zone Multiplier) − Target Poise; success = flinch/knockdown.
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Suppression accumulates per near-miss/impact within radius; decays with cover, leadership perks, chems.
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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
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Breacher (flash → entry → close-quarters grapples), Flanker (pathfinds side angles, traps), Sapper (mines, doors), Drone-Handler (spotter quadcopters), Captor (non-lethals, zip-cuffs).
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Commander AI: issues retreats, calls reinforcements, rallies morale; killing/isolating them collapses squad cohesion.
Senses & Signals
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Light cone (dark-bias), sound graph (material aware), smell (ghouls/mutants), comms net (jam/decoy).
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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.
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Generation: headshots, assists, suppressing fire, utility plays (heal, jam, revive) → Team AP bank.
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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)
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Tech: jammer (enemy comms-off), overclock (ally fire rate burst), turret deploy.
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Scout: recon ping (marks weak points), decoy thrower, silent takedown chain.
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Heavy: deployable cover, shield wall, suppressive cone (wider suppression radius).
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Medic: stim-lance revive, trauma patch (limb debuff clear), team DR aura.
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Dual Plays: shield-peek breach, paired hacks (one overwatch snipe + one hack), dual takedowns.
Scaling & Affixes
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+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
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Soft: Geiger ticks, shadow sweep, radio desync whisper, distant clank, “false footstep”.
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Medium: short power flicker, vent-crawl bot silhouette, corpse twitch, door slam behind last player.
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Hard: blackout wave + red emergency strobes, Doomsday robot approach (infra thump), feral swarm burst.
Biome Palettes
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Metro: echo/metallic pings, rat swarms, railcar rattle.
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Wetlands: bubble pops, gas pockets ignite, fog silhouettes.
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Labs: PA ghosts, auto-surgery arms twitch, specimen tank cracks.
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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
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Protector (shield + baton/taser), Assaultron (optic laser, blade arms), Sentry (tri-mount heavy), Doomsday (vented charge).
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Mounts: arc welder, cryo lance, ion emitter, grapple claw, riot foam sprayer, saw arm.
Hack & Bonding Tiers
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Tier 1: temp override (short-term ally)
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Tier 2: re-key core (companion slot)
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Tier 3: behavior rewrite (custom routines, emotes, patrols)
“Kamikaze-Safe” Conversion
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Re-engineer the charge to directional vent (45° forward cone).
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Damage model: High in cone, minimal to chassis; timed arming; player-placed det or AI-decide under Director rules.
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Counterplay: EMP stuns cancel charge; wet surfaces boost ion arc.
Quest Beats (Engineer Companion)
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Recover corrupted firmware from a Conclave cache.
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Field-test vented charge in a live nest.
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Decide: keep lethal cone or convert to stunning concussive variant (non-lethal crowd control).
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Unlock Fabrication Bench: print mounts from salvaged servos/optic arrays.
7) Prisoners, Rogues & Nemesis
Prisoner Traits (hidden, revealed via speech/perception)
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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
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Tag web: Bounty, Debt, Oath, Vice, Grudge.
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Trigger radiant quests (Heist, Hunt, Protection), unique shops (black market kits), or double-cross set-pieces.
8) Returning Factions & Conclaves (Mechanics)
Enclave “Conclave Cells”
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Propaganda Towers (radios sway locals; debuff player rep unless sabotaged), ID-spoof armor, gauss & seeker drones.
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Heist Loop: spoof badge → vault access → decontam puzzle → data/tech heist → tower sabotage shifts regional patrol density.
Brotherhood (Splinters)
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Tech-Maximalists (exos, coilguns, confiscation laws) vs Humanitarians (community patrols, squire program).
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Paladin Trials unlock perks (braced stance buff, armor repair in field).
NCR Pathfinders
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Trade Routes & waystations; choose tax/defend/raid → alters caravan traffic, prices, and guard presence.
Institute Diaspora & Railroad Remnants
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Synth rights flags affect quest availability; disguise ops (papers, voiceprint checks, rail sign puzzles).
Gunners 2.0
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Contract board with shifting employer reputation; “go loud” contracts reduce settlement trust.
Cross-Faction Tech
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Combine optics (Enclave) + receivers (BoS) = coil-gauss hybrid, etc. Requires dual goodwill or black-market workarounds.
9) Loot, Blueprint Codex & Economy
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Scan-to-Blueprint: complete scan → clean craft; partial scan → jury-rig (quirk + flaw).
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Affixes tied to provenance (Railroad silencers = heat↑ sound↓↓; Conclave optics = aim assist cone↓ precision↑).
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Black Markets: sell contraband, falsify IDs, craft disguises; risk of sting ops.
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Conditioning: overclock mods raise Stress; crossing thresholds can scar the weapon (permanent quirk) unless serviced.
10) Encounter & Mission Recipes (Ops Board)
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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).
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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).
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Combat: Braced Mastery, Controlled Burst, Riposte+, Armor Crack.
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Tech: Field Strip Pro, IDSpoof, Drone Buddy, Overclock Chain.
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Survival: Quiet Footing, Scav Savant, Trauma Care, Chem Craft.
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Charisma: Interrogate, Rally (suppression resist aura), Double-Deal (rogue negotiations), Co-op AP Boon.
Signature Perks
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Shot Caller: killing a commander grants team AP burst.
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Ghost Walk: consecutive stealth kills extend detection buffer.
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Last Zip: auto-deploy cover on revive; short DR window.
12) UX & Accessibility (player-facing)
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Hit Clarity: armor crack sprite vs. flesh mist vs. brittle shatter are distinct.
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Status Rails: top-left limb icons + timers; bottom-right heat/fouling; center suppression vignette.
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Assist Sliders: aim assist, recoil help, V.A.T.S. duration, friendly fire lanes, spook intensity, colorblind & caption tiers.
13) World Reactivity & Newsflow
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Patrol Density Map changes with tower sabotage, faction rep, contract choices.
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Radio News & Rumors reflect player heists, rescues, betrayals.
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Wanted System: take hostile contracts → bounties posted; bribe/clear via faction contacts.
14) Set-Piece Concepts (new)
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“Signal Lost”: EMP storm disables optics; fight by muzzle flash & lightning silhouette, Scout leads via flares.
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“Glass Menagerie”: cryo tanks cracking; timed valves; choose to save specimens or weaponize breaches.
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“Taxman’s Due”: NCR convoy dilemma—defend for rep or skim goods for black market favor.
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“Paper Saints”: Railroad infiltration with paper checks, voiceprint mimic mini-game, shadow tailing.
15) Vertical Slice Checklist (playable goals)
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1 biome (Metro), 1 Ops Hub, 4 mission recipes with 2 mutators each.
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Gunplay: 2 ballistics families + 1 energy, heat/fouling, 10 core mods, 3 fail states.
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Melee Guard/Clash/Riposte loop with 3 weapon classes.
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AI: 4 roles + Commander, capture drag, comms/jam.
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Tension Director: 6 soft/4 medium/3 hard beats (toggleable).
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Robots: 2 chassis + Engineer quest beat 1–2 + Kamikaze-Safe test.
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Factions: Enclave tower, BoS patrol, 1 disguise check.
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Prisoner/Rogue: 3 traits live, 1 Nemesis flip.
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Co-Op: Team AP + Sync V.A.T.S., 2 class synergies, friendly-fire lanes.
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