[Fallout 5] New Eyebot Variants — Design Pack
Below is a plug-and-play design kit for expanding Eyebots into a full gameplay pillar: exploration, scouting, crafting, settlement logistics, and stealth/combat support. You’ll get variants, modules, benchmarks, UI, encounters, and quest hooks that mesh with your factions (Hidden-In-Plain-Sight Rebels, Ashen Reign, Vault X-21, Spark Rats, etc.).
1) Baseline Spec (All Eyebots)
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Frame: Hover micro-chassis, 2 hardpoints (optic & payload), 1 utility bay.
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Core stats: Noise rating, Signal strength, Battery capacity, Armor tier.
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Commands Wheel (Pip-Boy): Follow, Hold, Orbit target, Ping (scan), Tag enemies, Fetch, Jam signal, Mark artillery, Strobe/Decoy.
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Progression Tiers: Mk.I (junkyard), Mk.II (workbench craft), Mk.III (rare plans), Mk.IV (quest-gated prototypes).
2) Variant Roster (14)
1) SCOUT “Survey-Eye Mk.II”
Fog-of-war reveal, mineral/plant pings, caches at low altitude. Perk synergy: Perception, Explorer.
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Special: Auto-map “points of interest” as waypoints; low noise, fragile.
2) COURIER “Pony-Eye”
10–30 carry weight, can be dispatched to settlements or vendors you’ve met.
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Special: “Return on death”—drops a map marker with last known path.
3) BROADCASTER “Repeater-Eye”
Radio relay, playable music tapes, lure or panic siren.
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Special: Toggle Propaganda Jammer (suppresses enemy morale auras).
4) MEDIC “Stim-Eye”
Fires low-dose stim/antidote darts to allies; triage spotlight shows downed friendlies.
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Special: “Auto-Stitch” when player is below 25% HP (cooldown).
5) HACKER “Keyhole-Eye”
Short-range overclock to terminals, turrets, doors (difficulty gated).
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Special: Wasp Sting: one-use shock that opens a 2-sec hack window on guarded panels.
6) RECYCLER “Scav-Eye”
Magnet wand lifts scrap; auto-disassembles Tier-0/1 junk into components.
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Special: Smart Sort direct-routes components to settlement workbenches.
7) DECOY “Firefly-Eye”
Holo-strobe + chaff cloud; draws fire and adds brief enemy accuracy penalty.
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Special: Mirage: duplicate pings on enemy HUDs (synth/raider tech only).
8) PHOTO/INTEL “Phot-Eye”
Captures geotagged photos; clues overlay for bounties, fauna catalogs, wanted posters.
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Special: Forensics Lens reveals blood trails and recent footprints.
9) SAPPER/EMP “Null-Eye”
Pulse disables robots, turrets, and power armor HUDs for 3–6s.
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Tradeoff: Loud; drains most of the battery.
10) SHEPHERD “Siren-Eye”
Ultrasonic herder: pacifies or redirects wildlife; briefly disorients ferals.
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Special: Charm Band: chance to leash a single tameable critter as a temporary ally.
11) CUTTER/BUILDER “Weld-Eye”
Micro-torch opens sealed vents and thin doors; speeds settlement construction tasks.
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Special: Field Bench: deployable micro-station for Tier-0 repairs.
12) SPOTTER “Goliath-Eye”
Laser designator grants +VATS hit chance and enables off-map artillery/vertibird runs.
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Special: Kill Confirmed: tagging a boss unlocks a temporary damage amp window.
13) STEALTH “Shade-Eye”
Photochromic plating, low-noise rotor, dampened EM.
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Special: Backscatter Scan: reveals cloaked or stealth-boy enemies in a cone.
14) CONVERSION “Failsafe-Eye” (ties to your Doomsday robots thread)
Safely “arms-length” scans volatile bots; if hostile exploders are present, applies a Loopback chip to convert them to non-suicidal companions (quest-gated).
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Special: Failsafe Ping: pre-detonates enemy sappers at distance (Engineering check).
3) Faction Reskins & Perks
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Hidden-In-Plain-Sight Rebels: Cloth wraps & matte paint; passive Blend-In (reduced detection in settlements).
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Ashen Reign: Ember filigree; Zeal Chant aura granting ally resolve (fear resist).
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Vault X-21: Clean ceramic shells; Lab Protocols: bonus on science terminals; grants unique “Specimen Scan” bounties.
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Spark Rats: Scrap-punk limbs; Wire-Tap: chance to duplicate 1 mod from hacked turrets.
4) Modules & Crafting
Slot types: Optic, Payload, Utility Core, Armor Skin, Power Cell
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Optics: Long-range zoom, Thermal, Forensic, Night-eye, Backscatter.
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Payloads: Stim reservoir, EMP cap, Chaff cartridge, Torch fuel, Micro-net, Photo plate stack.
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Utility Cores: Pathfinding+, Broadcast amp, Hack overclocker, Salvage daemon, Stealth field.
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Power Cells: Civilian (base), Military (battery+), Fusion pebble (rare; doubles uptime).
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Armor Skins: Cloth wrap (noise-), Ceramic (ballistic+), EM weave (EMP-), Mirror (laser-).
Workbench Tiers:
T1 (Robot Workbench) → T2 (Field Robotics Bench) → T3 (Vault X-21 Forge Terminal) → T4 (Spark Rat Back-Alley Bay).
Blueprints drip from bounties, labs, faction favor, and photointel turn-ins.
5) Numbers to Balance With
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Noise: 0 (silent) to 100 (sirens). Stealth line < 25; standard 40–60; Broadcaster 80+.
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Signal (control radius): 40–120m; Repeater extends to 200m; tunnels reduce range.
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Battery: 90–300s active flight before cooldown/dock; Fusion pebble doubles.
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Armor: 0–3 plates; each plate adds 10–15% DR, +weight, +noise.
6) UI & Controls (Quick)
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Pip-Boy Eyebot Tab: Live feed thumbnail; battery ring; command wheel (Q/E).
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Hot-Orders: Scan, Tag, Fetch, Jam, Designate, Decoy, Heal, EMP, Torch.
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Telemetry: Mini-HUD icons (⚡ battery, 📶 signal, 👁️ alertness, 🎯 target lock).
7) World Integration & Encounters
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Randoms:
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“Stray Repeater” blasting pre-war ad jingles (follow to stash).
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“Courier in Trouble” ambushed by raiders (save to unlock courier network).
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“Spark Rat Demo” selling illegal overclock cores (risk of meltdown).
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Dungeons:
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Relay Spires (restore Commonwealth-wide radio mesh for fast-dispatch).
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X-21 Optics Lab (boss Eyebot with prism array; backscatter plans).
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Settlement:
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Build Eyebot Docks (assign tasks: patrol, courier, recycler, medic).
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Dispatch Board: schedule courier runs, intel scans, bounties.
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8) Quests (Hooks)
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“Lost Frequencies” — Rebuild 3 relay spires; unlock Repeater crafting + map-wide dispatch.
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“Eyes on the Inside” — Place Shade-Eyes in two hostile bases; photograph evidence; choose to leak on your station for faction reputation.
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“The Good Doctor Is a Sphere” — Rescue a Stim-Eye prototype; add Auto-Stitch passive.
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“Failsafe” — With your engineer companion, reprogram a Doomsday sapper; gain Failsafe-Eye plans and the Loopback chip.
9) Companion Personality Packs (Optional)
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Witty, Soldier, Nurturer, Loner modules (ties into your AI Emotion Modules).
Each adds +1 unique emote bark set, 1 minor passive, and a situational quip radio.
10) Loot & Progression Loop
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Turn-Ins: Photographs, decoded logs, salvaged optics → faction credits & blueprints.
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Milestones:
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5 successful courier runs → Cargo+ mod.
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10 medical saves → Field Sterilizer (heal potency+).
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3 artillery designations on bosses → Spotter laser upgrade.
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11) Balance Safeguards
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EMPs don’t perma-stun bosses; they interrupt once per phase.
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Courier can’t bypass key progression locks (quest items = no-carry).
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Stealth Eyebots share the player’s stealth cone—no free invisibility when you sprint.
12) Fast Drop-In Tables
Variant → Role → Signature Perk
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Survey-Eye → Exploration → Fog reveal + resource pings
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Pony-Eye → Logistics → Safe courier runs
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Repeater-Eye → Control → Radio relay & lure/jam
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Stim-Eye → Support → Auto-Stitch save
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Keyhole-Eye → Utility → Burst hack window
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Scav-Eye → Crafting → Auto-disassemble junk
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Firefly-Eye → Defense → Holo decoy & chaff
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Phot-Eye → Intel → Forensics lens + bounty proofs
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Null-Eye → Anti-Tech → EMP cone
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Siren-Eye → Creature Control → Pacify/herd
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Weld-Eye → Builder → Torch + field bench
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Goliath-Eye → Offense → Artillery/vertibird target
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Shade-Eye → Stealth → Backscatter reveal
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Failsafe-Eye → Conversion → Neutralize sappers
13) Designer To-Dos (Minimal)
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Build 1 shared Eyebot skeleton → swap modules/skins.
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Implement Noise/Signal/Battery as the core triad.
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Gate T3/T4 modules behind faction arcs + lab dungeons.
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Add Photo/Intel loops to naturally surface world lore and bounties.
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