Fallout 5 — New Power Armors & Variants(*Suggestion and ideas)

 

Fallout 5 — New Power Armors & Variants

Chassis families, variants, attachments, power sources, weapons, balance, and quest hooks (structured for design & modding).


1) Core Slot & Stat Model (how everything fits together)

Slots: Helmet, Torso, Arms (L/R), Legs (L/R), Backpack, 2×Hardpoints (Shoulder/Wrist), 1×Software Core (AI/Emotion/Targeting).
Stats:

  • DEF (ballistic/energy/elemental DR), STR (melee/carry), MOB (mobility/sprint/jump), STE (stealth/noise/thermal), ENE (reactor output), CAP (attachment power budget), SYS (software—jam/scan/command).
    Rules: Every attachment consumes CAP and may raise heat/radiation signature; power sources change ENE output and recharge loop; software cores add passive/active perks.


2) Chassis Families & Named Variants

A) Warden-class (Bulwark / frontline tank)

  • Identity: Indestructible wall; crowd control; high DEF, lower MOB.

  • Passives: Fortify (stacking DR when stationary), Anchor (recoil immunity).

  • Variants:

    • Warden Mk II “Bastion” — Reactive Ceramalloy tiles; Shoulder: Stagger Mortar (cone shockwave).

    • Warden Mk III “Tyrant” — Siege shield projector (directional energy wall), taunt pulse (draws aggro in radii).

    • Warden HAZMAT — Fire/acid DR + foam sprayer (extinguish + slow).

B) Specter-class (Stealth / infiltration “Ghost Suit”)

  • Identity: Cloaks, heat-dampening, quiet servos; high STE, mid MOB.

  • Passives: Vanish (brief auto-cloak on kill), Shadow Steps (reduced footfall noise).

  • Variants:

    • Specter “Chameleon Weave” — Adaptive panels; moving crouch grants near-invisibility; weak vs EMP.

    • Specter “Needle” — Wrist mono-blade, backstab crits apply Hemorrhage.

    • Specter “Echo” — Records combat ghosts (hologram lures that repeat your last 5s of movement).

C) Valkyrie-class (Mobility / jump-jet skirmisher)

  • Identity: Air control, gap-closing; high MOB, high ENE draw.

  • Passives: Air Superiority (bonus ranged accuracy mid-air), Shock Absorbers (negate fall).

  • Variants:

    • Valkyrie “Thunderstep” — Ground-pound arc that chains electricity.

    • Valkyrie “Skyrake” — Forward dash with bleed talons; aerial melee finisher.

    • Valkyrie “Zephyr” — Sustained hover; shoulder micro-missiles (low dmg, high stagger).

D) Nomad-class (Survival / field engineer)

  • Identity: Long-range trekking, self-repair, ammo crafting.

  • Passives: Scavenger’s Dividend (extra salvage), Dust Filter (rad/chem-resist).

  • Variants:

    • Nomad “Trailsmith” — Backpack field-forge (craft T1/T2 ammo & repair kits).

    • Nomad “Wayfarer” — Hydration recycler + heat/cold buffers; +carry cap.

    • Nomad “Pathwarden” — Deployable cover drone; flare mark for ally accuracy.

E) Phoenix-class (Energy / thermal dominance)

  • Identity: Heat & fire control; reactor headroom; risk of overheat.

  • Passives: Thermic Overflow (high ENE → bonus fire dmg), Mag-Seals (reduced coolant loss).

  • Variants:

    • Phoenix “Emberlord” — Cone flamestorm; firewalk immunity.

    • Phoenix “Sunsting” — Solar capacitors (daytime overcharge), heat mirage stealth in deserts.

    • Phoenix “Ashborn” — Fire converts to shield; vulnerable to cryo.

F) Ranger-class (Recon / marksman)

  • Identity: Scout optics, target painting, precision.

  • Passives: Rangefinder (+weak-point damage), Motion Ping (light ping on sprint-stop).

  • Variants:

    • Ranger “Longwatch” — Helmet: thermo-optic scope; torso: breath-stabilizer.

    • Ranger “Trapline” — Wrist smart-traps; wire-guided micro-mines.

    • Ranger “Courier” — Speed spec; stealthy courier booster; low DEF.

G) Leviathan-class (Ultra-heavy siege)

  • Identity: Walking tank; power-hungry; slow; brings artillery to a gunfight.

  • Passives: Siege Frame (immune to stagger), Fortress Grid (+ally cover aura).

  • Variants:

    • Leviathan “Quarry” — Rail pile-driver (breaching melee).

    • Leviathan “Cataclysm” — Shoulder micro-mortar; cluster shells.

    • Leviathan “Aegis” — 360° point-defense laser vs. grenades/rockets.

H) AEON-class (Iron Mind Line) (AI-integrated / command)

  • Identity: Sentient co-pilot; squad buffs; software-centric.

  • Passives: Tactical Uplink (+ally SYS), Situational Callouts (context perks).

  • Variants:

    • AEON “Mentor” — Command a micro-drone wing; revive assist beam.

    • AEON “Lancer” — Gauss-lance charging tree; perfect-release crit windows.

    • AEON “Oracle” — Predictive parry (windowed auto-block) + enemy intent outlines.


3) Power Sources (playstyle-changing reactors)

  1. Standard Fusion Core+ — Baseline; stable; common.

  2. Prism Core — Clean fusion lattice; +ENE, low noise; rare crystals to service.

  3. Breeder Micropile — Very long runtime; heavy; -MOB; radiation haze.

  4. Bio-Thermic Reactor — Converts chems/organics → ENE; random “metabolic surges.”

  5. Kinetic Flywheel — Sprint/melee generate power; poor idle output.

  6. Solar Arc Capacitors — Big daytime overcharge; nights need backup cells.

  7. Cryo-Cycle Core — Burns coolant as fuel; huge burst output; watch freezing risk.

  8. Quantum Core (late-game) — Phase-shift blink; hard to maintain; EMP-sensitive.

Each core modifies ENE/CAP, heat, signature, and may unlock unique overdrives.


4) Attachment Catalogue (by slot)

Helmet

  • Ghost-Lattice Cloak (Specter): partial invis, fails on heavy fire.

  • Targeting Visor MkIII: weak-point highlight + scope overlay.

  • Command Halo (AEON): squad ping wheel, faster ally revive radius.

  • Rad/EM Shielding Mesh: +EMP resist, -STE.

Torso

  • Reinforced Ceramalloy: +ballistic DR, +weight.

  • Phase-Shift Buffer: brief iframe on dodge; long cooldown.

  • Med-Gel Reservoir: auto-inject at low HP; uses gel canisters.

  • Adaptive Thermal Baffles: fire/cold resist; reduces Phoenix overheat.

Arms

  • Exo-Sinew Actuators: +melee dmg, bash staggers.

  • Arc-Welder Rig: close-range chain lightning; high ENE draw.

  • Omni-Tool Bracer: fast hack, repair, trap arm.

  • Mono-Edge Foreblade: silent executions; limb maim chance.

Legs

  • Mag-Boots: vertical surfaces/airframe grip.

  • Gyro-Knee Servos: strafe speed + ADS movement.

  • Spring-Jack Pistons: triple jump (heat build-up).

  • Gravelock Spikes: stand-your-ground DR, -turn speed.

Backpack

  • Field Forge (Nomad): craft ammo, repair kits, basic mods.

  • Drone Bay (AEON/Nomad): scout or shield drone.

  • Ammo Fabricator: slowly prints standard rounds; noisy.

  • Coolant Silo (Phoenix/Leviathan): huge heat capacity; heavier.

Hardpoints (Shoulder/Wrist)

  • Micro-Mortar (Leviathan): arc shells; high AoE, slow.

  • Missile Rack (Valkyrie): lock-on swarm.

  • Shield Projector (Warden): forward wall or bubble.

  • Grapple Line (Ranger): pull/zip utility.

  • Net Launcher: EMP/arc or cryo net for crowd control.

Software Cores (one active)

  • Emotion Core: morale auras; NPCs react to stance (Intimidate/Inspire).

  • Targeting AI: +VATS crit window, slows time on perfect release.

  • Logistics OS: carry, salvage yield, quick-deploy camps.

  • Stealth Suite: footprint muffling, thermal scrubbing, decoy ghosts.


5) Integrated Weapon Systems (examples)

  • Gauss Lance (AEON/Lancer) — charge beam; pierces; perfect-release crits.

  • Rail Pile-Driver (Leviathan/Quarry) — breaching melee that breaks cover.

  • Arc Net Projector — immobilize groups; overcharge to chain.

  • Flamestorm Cone (Phoenix) — stacks Scorch; ignites oil traps.

  • Cryo Jet — freezes pools; shatter bonus on melee.

  • Laser PD Grid — shoots down grenades/rockets.

  • Mono-Chainblade — high bleed; stance cancels.

  • Plasma Bolter — superheated bolts; splash burn.

  • Shoulder Howitzer — manual-rangefinder artillery; loud; attracts.

  • Wrist Smart-Traps — proximity mines with remote patterns.

Status suite: Burn (damage + panic), Cryo (slow/brittle), Arc (stun/EMP), Toxin (DoT/accuracy down), Rad (max HP decay), Bleed (stackable), Suppression (aim sway).


6) Environmental Variant Kits

  • Arctic: cryo seals, anti-slip greaves, thermal HUD.

  • Desert: dust filters, solar overcharge, heat mirage cloak.

  • Radiant: lead-lined plates, rad siphon (rad → shield).

  • Abyssal: pressure braced, sonar HUD, aquatic jets.

  • Urban: sound-dampeners, grapple boost, graffiti camo.

  • Volcanic: magma boots, extreme heat baffles; weak to cryo.


7) Progression, Crafting & Rarity

  • Blueprint Tracks: Frame → Reactor → Hardpoints → Software → Cosmetic.

  • Acquisition Loops: Schematic recovery, boss drops, faction rep, Forge contracts.

  • Materials: Ceramalloy plating, Memory-steel, Synth-fiber, Micro-lenses, Coolant gel, Quantum dust.

  • Rarity: Common → Rare → Epic → Legendary (affix) (e.g., “Unyielding: +DR under 30% HP”).

  • Maintenance: Wear & tear by environment; misfit parts cost extra ENE/CAP.


8) Balance & Counters (so suits don’t trivialize the game)

  • EMP/Arc counters stealth/AEON; Cryo counters Phoenix; HEAT counters Cryo kits.

  • Acid/Corrode eats Warden plating; Pierce bypasses Leviathan segments.

  • Noise/Signature pulls patrols—Specter avoids, Leviathan invites.

  • Overheat/Overdraw soft-cap spam; coolant & discipline matter.

  • Weight/Power Budget forces trade-offs: you can’t run everything at once.


9) Sample Endgame Builds

“Bastion Breaker” (Warden Mk II + Breeder Micropile)

  • Kit: Shield Projector, Micro-Mortar, Exo-Sinew, Ceramalloy, Gravelock, Med-Gel, Logistics OS.

  • Loop: Anchor → Projector → Mortar → Bash chains; holds lanes for squad.

“Ghostknife” (Specter Chameleon + Kinetic Flywheel)

  • Kit: Ghost-Lattice, Mono-Foreblade, Stealth Suite, Gyro-Knees, Grapple, Net Launcher.

  • Loop: Sprint/parkour to charge; silent takedowns; decoy ghosts mislead heavies.

“Thunderstep” (Valkyrie + Solar Arc Caps)

  • Kit: Spring-Jacks, Missile Rack, Arc-Welder, Thermal Baffles, Targeting AI.

  • Loop: Hover → mark → dash slam → missile cleanup; heat management mini-game.


10) Faction & Quest Hooks

  • Kreel’s Forge Trials (Phoenix/Aeon unlocks): arena waves where overheat is the puzzle; win cores & blueprints.

  • Hidden Vault X-21 (Specter/Oracle lines): solve ghost recordings to reconstruct the “Echo” variant.

  • The Siege of Blackgate Quarry (Leviathan/Quarry): breach drills vs fortified raiders; rail pile-driver pieces.

  • Nomad Caravans (Trailsmith/Wayfarer): reputation unlocks field-forge & logistics OS upgrades.

  • Warpath Rite (Ranger/Longwatch): long-shot trials over canyon thermals; prize: anti-drop sway module.


11) Modding & Data Hooks (lean schema)

power_armor:
  id: "warden_mk2_bastion"
  family: "warden"
  variant: "mk2"
  stats: {DEF: 92, STR: 35, MOB: 40, STE: 20, ENE: 65, CAP: 80, SYS: 30}
  reactor: "breeder_micropile"
  slots:
    helmet: "targeting_visor_mk3"
    torso: "ceramalloy_reactive"
    arms: ["exo_sinew", "arc_welder"]
    legs: ["gravelock_spikes", "gyro_knees"]
    backpack: "coolant_silo"
    hardpoints: ["shield_projector", "micro_mortar"]
    software: "logistics_os"
  affixes: ["unyielding", "stagger_aura"]

12) Legendary Rolls (examples)

  • Shiverglass: +cryo dmg; hits add brittle stacks; -heat resist.

  • Sunwrought: Phoenix overdrive ignites shield on break; weak to water.

  • Gravemind: AEON learns enemy patterns (parry window grows per encounter).

  • Catapult: Valkyrie jumps gain brief invuln; landing shockwave radius+.

  • Iron Chorus: Warden taunt amplifies ally reload/DR for 5s.


13) Cosmetic & Identity (immersion)

  • Faction Skins: Forge-black, Warpath ochre, Nomad sand, Ranger slate, Leviathan hazard striping, AEON halo blue.

  • Wear States: Factory Fresh → Scarred → Field-Repaired → Battle Relic (emissive cracks, patched plates).

  • Audio Personalities (AEON/Emotion Core): Witty, Soldier, Nurturer, Loner—affect quips, ally morale ticks.



14) Damage, Heat, and Power — Lightweight Combat Math

Notation:

  • Incoming shot packet = {type, base_dmg, tags} where type ∈ {ballistic, energy, cryo, arc, toxin, rad, pierce, concussive}.

  • Suit stats from §1: DEF[type], ENE (reactor output), CAP (attachment budget), HEAT (current heat), SIG (noise/thermal signature 0–100).

DR & Penetration

effective_dmg = base_dmg * (1 - clamp(DEF[type] - PEN, 0, 0.85)) where PEN (penetration) comes from weapon tags (e.g., rail, AP ammo).

Overheat & Performance Curves

HEAT ticks up by Σ(attachment_HEAT + weapon_HEAT) per action. At HEAT ≥ 70: -10% RoF, -10% sprint; at ≥ 90: -30% + random vent hiccup. Phoenix kits invert a chunk of this (see §2E): +dmg while hot, but take +cryo dmg.

Power Budget & Attachment Throttling

Live_CAP = CAP - Σ(active_attachment_CAP) If Live_CAP < 0system throttles in priority order: Shoulder > Wrist > Backpack > Legs. Player can set manual priority in the OS (see §19).

Status Stacks (examples)

  • Scorch: up to 10 stacks; each = +1.5% fire DoT for 6s; Phoenix “Ashborn” converts last 20% of Scorch into shield.

  • Brittle: cryo hits add stacks that increase ballistic PEN by +2 per stack (max 6).

  • EMP’d: Arc exceeding SYS*0.8 forces 3s module blackout; AEON “Oracle” halves duration once per 60s.


15) Upgrade Trees (per chassis, concise nodes)

WARDEN (Tank Control)

  • T1: Bracing (+15% stagger resist), Ceramalloy Lattice (+8 ballistic DEF)

  • T2: Anchored Barrage (Mortar reload -20% while stationary), Kinetic Redirect (block cone feeds HEAT→shield)

  • T3: Siege Aegis (Shield Projector gains reflect vs. small arms), Bulwark Roar (taunt pulse adds Suppression)

SPECTER (Stealth/Assassination)

  • T1: Servo Whisper (-25% footfall), Cold Sink (+cryo resist)

  • T2: Ghost Window (1.0s cloak on kill), Holo-Echo (deploy ghost that replays last 5s path)

  • T3: Glass Knife (+50% backstab crit), Phase Feint (dodge grants iframe 0.3s; +4s cooldown)

VALKYRIE (Aerial Skirmisher)

  • T1: Knee Gyros (+ADS move), Landing Springs (-fall dmg, +AoE)

  • T2: Hover Discipline (-HEAT while aiming mid-air), Vector Dash (+12m dash; adds Shock on land)

  • T3: Air Supremacy (+weak-point mid-air), Catapult (legend synergy: brief i-frames on takeoff)

(Add similar trees for Nomad, Phoenix, Ranger, Leviathan, AEON as needed.)


16) Enemy Counters & Elite Units (so suits meet their match)

Human Factions

  • Quarry Sappers (anti-Warden): Acid gel launchers that stack Corrode (erodes Ceramalloy DR by 20% over 10s).

  • Null Priests (anti-AEON): Arc staves emit cone EMP; chant creates 4s AI desync (no Software Core).

  • Larks (anti-Valkyrie): Zipline marksmen with tether harpoons; bonus dmg to airborne.

Synth/Robot Types

  • White Chorus (your synth faction):

    • Tenors: shield-link network; break one to crash the ring.

    • Altos: cryo needles implant Brittle.

    • Bass: drum-EMP shockwaves every 8s—telegraphed stomp.

  • Doomsday Walkers: timer glow; AEON can hack to “fake explode” (decoy) per §18.

Creatures

  • Frostmaw Behemoth: Chill aura (passive Brittle gain); telegraphs shoulder dip before ice breath.

  • Rad Seraphs: Flying; emit Rad cones that shrink max HP; Ranger kits excel here.


17) Encounter Tiles & Setpieces (plug-and-play)

  1. Blackgate Siege Lane: Three lanes with destructible cover; Leviathan breaches a bunker while Specter flanks via vents; objective timers tied to Warden taunt windows.

  2. Desert Solar Farm: Phoenix kits overcharge by day; at night, Chameleon Specter dominates. Patrol pathing reacts to SIG—noisy builds pull reinforcements dynamically.

  3. Vault X-21 Ghost Trial: Holo-echo puzzles—mirror your recorded movements to open gates; failure spawns White Chorus ambush.

  4. Skybridge Ambuscade: Valkyrie must air-dash between cranes while Larks harpoon; falling crates create dynamic cover/danger.


18) Co-op Synergy Playbooks

  • “Thunder Bastion” (Warden + Valkyrie): Warden projects wall; Valkyrie jet-hops behind it to charge Solar Caps safely; synchronized ground-pound → missile swarm.

  • “Silent Freight” (Specter + Nomad): Specter marks patrols; Nomad deploys shield drone and traps; chain takedowns while drone hum baits stragglers.

  • “Laser Garden” (Phoenix + AEON): Phoenix draws aggro heating up; AEON’s Oracle paints predictive parries; PD Grid deletes enemy explosives—push on scorch windows.


19) UI/Controls & OS Toggles (readable, tactical)

HUD Layers

  • Core Band: HEAT bar (ticks), ENE readout, Live_CAP dial (color shifts when throttling), SIG meter.

  • Status Rail: Scorch/Brittle/EMP stacks with timers.

  • Hardpoint Carousel: Shoulder/Wrist cooldowns; priority drag-and-drop to reorder throttling.

Quick Toggles (hold-backpack key)

  • Silent Mode: caps ENE draw; disables noisy/bright attachments.

  • Siege Mode: locks knees; +DR; activates point-defense if installed.

  • Overdrive: reactor-specific burst (e.g., Prism: 5s perfect stability; Flywheel: 8s 200% melee).

Controller Mapping

  • Tap dodge = sidestep; Hold + direction = Phase Feint (Specter).

  • Mid-air + melee = Valkyrie finisher.

  • L3 (press) = suit stance cycle (Mobile → Standard → Braced).


20) Audio & VFX Identity (readability + style)

  • Warden: Heavy servo thrum, low brass stingers on taunt; shield projector casts thick refracted slab with micro-cracks under fire.

  • Specter: Servo hiss fades; cloak shimmer pulls colors inward; kills whisper a short detuned chime.

  • Valkyrie: Jet-spool whine, sonic “pop” on ground-pound; contrails that widen with HEAT.

  • AEON: Voice print by personality (Witty, Soldier, Nurturer, Loner); contextual callouts (“Parry left… now!”) driven by Oracle predictions.


21) Crafting Loops, Materials & Benches

Materials

  • Ceramalloy Plates, Memory-Steel Frames, Synth-Fiber Weaves, Micro-Lenses, Coolant Gel, Quantum Dust, Rad-Glass, Chameleon Lamina.

Benches

  • Forge Bench (Nomad / settlements): Armor plates, basic hardpoints.

  • Nanofab (Vault/High-tech): Software cores, optics, AEON modules.

  • Reactor Bay: Swap cores, tune overdrive curves; risk tests (small chance of fault perks).

Schematic Tiers

  • Field Notes → Prototype → Production → Legendary Frame

    • Field Notes drop from elite soldiers and puzzle caches; Prototype from setpieces; Legendary via questlines/raids.


22) Economy, Vendors & Reputation

  • Kreel’s Forge Contracts: Timed bounties awarding Phoenix/AEON parts; higher difficulty = overdrive blueprints.

  • Nomad Caravans: Sell Field Notes, buy scrap at a bonus; reputation unlocks Logistics OS+.

  • Warpath Trials: Long-range skill checks for Ranger optics; fail states still grant salvage but downgrade rolls.

Dynamic Pricing

vendor_price = base * (1 + scarcity_index - rep_discount) scarcity_index rises when players buy many of the same class parts.

23) Legendary Affixes (expanded roll table)

  • Meteor Core (reactor): Overdrive creates a brief flame shield and +50% stagger resist; -cryo resist.

  • Snowblind Paneling (armor): Taking cryo dmg grants 3s invis shimmer (Specter synergy).

  • Pinwheel (mobility): Dashes grant 10% ENE back (Flywheel synergy).

  • Grav Anchor (Warden): Standing still for 2s grants 20% DR and reflects 10% ballistic.

  • Choirbreaker (AEON): EMP on you emits a 1-pulse disrupt that stuns drones 1.5s.


24) Accessibility & Difficulty Scaling

  • Combat Assist: Wider parry windows, stronger telegraphs, reduced HEAT penalty.

  • Visual Modes: High-contrast outlines by damage type; color-agnostic icons for status (shape-coded).

  • Tactical Pause (optional): Brief slow-time radial wheel to re-prioritize throttling, swap OS presets.

  • Adaptive Difficulty: Tracks player death cause (overheat vs. alpha burst vs. status) and nudges vendor stock/mission hints accordingly.


25) Telemetry & Balance Hooks (for tuning)

  • Logged per fight: Avg HEAT, time spent >80 HEAT, % damage blocked by Warden wall, stealth uptime (Specter), airborne time (Valkyrie), # of PD Grid interceptions.

  • Flag Extremes: If any build exceeds 65% encounter DPS mitigation for 3 consecutive fights, auto-recommend counter-enemies for the next contract and mark parts for review.


26) Data Schemas (attachments, statuses)

attachment: id: "shield_projector_v2" slot: "shoulder" caps_cost: 24 heat_per_sec: 8 noise: 12 effects: - type: "shield_wall" params: { arc_deg: 110, dr_percent: 0.7, hp: 900, reflect_small_arms: true } tags: ["warden","siege","projector"]
status: id: "brittle" stacks_max: 6 decay_per_sec: 1 on_apply: [{effect: "pen_bonus", value_per_stack: 2, dmg_type: "ballistic"}] counters: ["heat","fire"]

27) Sample Unlock Questline — “Ash to Echoes” (Phoenix + Specter tie-in)

Premise: Kreel’s Forge lost a prototype Phoenix core near Vault X-21; White Chorus patrols now guard it using hologram echoes. You must use fire to create shadow.

Beats

  1. Contract Briefing (Forge): Timer mission: collect 3 Rad-Glass from volcanic vents (Phoenix overheat mini-game).

  2. Echo Gate (X-21 perimeter): Solve a holo-path puzzle—Specter “Echo” variant records your moves; repeat them precisely while dodging patrols.

  3. Chorus Bass Duel: Elite Bass unit with stomp-EMP; use cover to bait the stomp, then Phoenix flamestorm to break the tenor ring.

  4. Core Vault: Reactor Bay minigame—balance coolant while ramping heat to sync the prototype.

  5. Reward: Phoenix “Ashborn” blueprint + Snowblind Paneling roll chance. Follow-up contracts unlock Sunsting solar capacitors.


28) Content Hooks You Can Keep Extending

  • Ghost Suit System: Add “Memory Echo Hunts”—defeat a boss, then fight its recorded ghost later for unique affixes.

  • Chameleon Tree: Environmental cloaks that favor biomes (urban spray camo vs. desert mirage).

  • Emotion Modules: NPC morale nudges—Warden “Iron Chorus” boosts friendly militia DR when you taunt.



29) New Chassis Families (fresh lines)

Mariner-class (Aquatic / subsea salvage)

  • Identity: Pressure-rated, sonar mapping, zero-visibility combat.

  • Passives: Abyssal Seal (auto-seal leaks, -50% water ingress), Laminar Flow (+swim speed, silent fins).

  • Variants:

    • Mariner “Bathys” — Dual ballast jets; vortex pull that drags enemies off piers.

    • Mariner “Trenchlight” — Cone sonar that paints weak points through silt; torpedo wrist tubes.

    • Mariner “Brineguard” — Corrosion-proof plates; chemical neutralizer cloud.

Tempest-class (Weather-reactive / field control)

  • Identity: Conductive lattice that harnesses storms, sand, and snow.

  • Passives: Stormbind (ambient weather adds ENE trickle), Ion Stator (lightning proximity → charge stacks).

  • Variants:

    • Tempest “Monsoon” — Rain siphon: water jets + slip hazard creation.

    • Tempest “Thunderhead” — Lightning rod shoulder spike; chain arcs on mark.

    • Tempest “Whiteout” — Snow shroud: vision scrambler to enemies; cryo bursts on sprint stop.

Burrower-class (Subterrain / engineering breach)

  • Identity: Micro-mole thrusters, ground radar, tunnel warfare.

  • Passives: Seismic Sense (footstep sonar), Crush Frame (rubble immunity, +carry).

  • Variants:

    • Burrower “Molerat” — Short tunnel digs; pop-up ambush melee.

    • Burrower “Breaker” — Rotary rock-cutter torso; opens flank routes in concrete.

    • Burrower “Prospector” — Ore scanner; doubles salvage yield from veins.

Archivist-class (Scanning / repair & reclamation)

  • Identity: Forensic optics, code archeology, combat triage.

  • Passives: Telemetry Cache (auto-log enemy resist profiles), Patch-Weave (passive plate mend over time).

  • Variants:

    • Archivist “Curator” — Snapshot field: freezes debris for safe traversal.

    • Archivist “Docent” — Remote repair beam to allies; stabilizes reactors mid-fight.

    • Archivist “Sextant” — Long-range survey HUD; marks loot densities & hidden vault panels.


30) Advanced Traversal Systems (new verbs)

  • Hydro-Jets (Mariner): 2-stage burst for vertical breaches; water surface skip move.

  • Electro-Glide (Tempest): Ride power lines and storm cables; jump gaps by arcing.

  • Micro-Tunnels (Burrower): Create 1-way crawl-spaces; collapse behind to split patrols.

  • Kinematic Rappel (All-class mod): Anchor + pendulum swing with mid-air re-anchor.

  • Debris Surf (Archivist): Solidify falling rubble into temporary platforms (3s).


31) Malfunctions, Contaminants & Field Repairs

  • Failure Tracks: Hydraulics (mobility debuff), Optics (scope sway), Plating (DR holes), Reactor (overdraw spikes).

  • Contaminants: Salt-Corrode (maritime), Dust-silica (desert intake clog), Cryo-fracture (micro-cracks), Rad-pitting.

  • Field Repair Kit (1.5s): Stabilizes one track for 10 min; permanent fix at bench.

  • Emergency Bypass: Overdrive with risk: 15% chance to push damage to another subsystem.


32) Law, Permits & Settlement Enforcement

  • Power Frame Licenses: Tiered permits (C, B, A, X). Heavy weapons locked behind A/X in major hubs.

  • Gate Scanners: Detect SIG (EM/thermal/acoustic) separately; stealth builds spoof one channel, not all.

  • Contraband Flags: Unauthorized Tempest rods and Burrower cutters trigger fines or bounty escalation.

  • Diplomatic Placard (rare): Temporarily exempts checks for faction emissary runs.


33) Black-Market Overclocks (high-risk, high-reward)

  • Counterfeit Prism: +ENE cap but random phase flicker (0.2s input drop).

  • Wet-Core Hack (Mariner): Run reactor “open loop” in water = huge power, corrosion ticks afterward.

  • Sandblast Port (Tempest): Storm vacuum doubles intake → chance of turbine jam on dry days.

  • Heat-Braid Wiring: +CAP headroom; +25% fire susceptibility.


34) Emotion/AI Core Social Systems (AEON & friends)

  • Trust Bands: Cautious → Cooperative → Symbiotic. Dialogue branches unlock tactical callouts, shared cooldowns, and “advice interrupts” (AI pauses your reload to parry on cue).

  • Personality Mods:

    • Archivist Core: Lore scans unlock passive damage multipliers vs. catalogued enemy families.

    • Stormseer Core (Tempest): Predicts thunder 2s early; time your dash for free overcharge.

    • Mariner Echo Core: Sonar hum duets—teaches you fish/synth migration routes for ambushes.


35) Companion Suit Ecosystem

  • Companion Frames: Lightweight Squire kits inherit 50% of your hardpoint logic.

  • Order Wheel Additions: Anchor here, Harpoon, Repair sweep, Breach and hold (Burrower).

  • Link Bonuses: Valkyrie + Squire glide tether; Tempest + Squire “forked lightning” split.


36) Hangar & Workshop Expansion (settlement gameplay)

  • Stations: Seal Bay (Mariner), Ion Tower (Tempest), Seismic Pit (Burrower), Optic Lab (Archivist).

  • Assignments: Hire Plater, Reactor Tech, Optic-Smith, Weatherer. Each adds bench perks or speed.

  • Queues & SLAs: Schedule refits with time windows; miss a raid because the suit’s on the rack? That’s a choice.


37) Dynamic Weather Interplay (Tempest showcase)

  • Stormfront Meter: Map overlay forecasting charge windows (lightning risk-reward).

  • Sand Surge: Desert gusts fill Tempest intakes; stealth falls unless dust filters equipped.

  • Black Ice: Snow maps gaining skid zones—archival Snapshot can freeze lanes for safe crossing.


38) New Damage Types & Counters

  • Sonic (Concussive): Disorients (FOV wobble, aim sway); counter: Helm Baffles.

  • Gravitic: Short “heavy” windows (jump disabled, dash shorter); counter: Mass Dampers.

  • Corrode (Chem): Eats plating over time; counter: Ceram-Sealant Spray.

  • Photonic (Laser): High pinpoint burn; counter: Mirage Veil micro-mirrors.


39) Encounter Blueprints (setpieces to script)

  • Tidal Vault Heist (Mariner): Flood rhythm puzzle—open/close gates to ride currents; guards wear rubberized boots (arc-immune) forcing chem or cryo plays.

  • Train Spine Assault (Burrower): Mole through ballast, breach into cars, detach engine under fire.

  • Stormspire Raid (Tempest): Climb lightning array; time hops between grounded moments.


40) Boss Design Patterns (multi-phase, suit-aware)

  • The Dock Warden (Mariner counter): Electrified wharf slats; safe only when Archivist snapshots a wooden path.

  • Sand King (Tempest mirror): Summons dust devils; create your own pressure front to cancel.

  • Substrata (Burrower duel): Collapses floors; read seismic tremors to avoid pitfall ring-outs.


41) Heists, Salvage Fields & Excavation

  • Relic Digs (Burrower/Archivist): Stratified loot: deeper = rarer but increases collapse chance; use Crush Frame to tank cave-ins.

  • Hull Graveyards (Mariner): Ghost nets snag suits; cut with Monofilament Saw or risk drowning.

  • Storm Chests (Tempest): Lightning-locked caches—only open at peak storm amperage.


42) Trophy, Heraldry & Identity Systems

  • Panel Sigils: Earnable decals with mechanical micro-perks (e.g., +1% weak-point dmg when wearing Stormspire Laurel).

  • Battle Wear: Cosmetic “scar logic” that references what actually hit you (acid streaks, ice crazing).

  • Voice Rails: Swap AEON quip packs; rare “Chorus Tongue” lets you intimidate synth factions.


43) Proving Grounds (endgame ladders)

  • Daily Mutators: Vacuum Seals (no air; Mariner buffed), Thunder Hour (Tempest shines), Quake Shift (Burrower safe).

  • Score Mods: Style (mid-air chains, tunnel ambushes), Economy (repair spend), Safety (civilian casualty).

  • League Plates: Cosmetic frame edges that evolve with rank.


44) NG+ Relic Frames (tradeoffs & quirks)

  • Mariner “Barnacle Crown”: Free swim dash; random salt-corrode pings—needs constant care.

  • Tempest “Nimbus Prime”: Permanent cloud halo (stealth penalty), but auto-ion stacks in drizzle.

  • Burrower “Deep Echo”: Infinite micro-tunnels, chance of cave-in on sprint.

  • Archivist “Glass Atlas”: Perfect scan memory; fragile against sonic shatter.


45) Modding API Hooks (lean & extensible)

chassis_family: id: "tempest" hooks: on_weather_tick: "add_ene_from_weather" on_lightning_event: "apply_ion_stack" slots: ["helmet","torso","arms","legs","backpack","shoulder","wrist","software"] resist_profile: {ballistic:0.2, energy:0.3, cryo:0.1, arc:0.1, corrode:0.2, sonic:0.1, gravitic:0.1}
world_event: id: "sand_surge" effects: - target: "stealth" value_mult: 0.6 - target: "tempest_intake" value_add: 2 detectors: ["acoustic","thermal"]
boss_pattern: id: "dock_warden_phase2" telegraph: "pier_pulse_lights" counters: ["archivist_snapshot","tempest_grounding"] loot_table: ["mariner_torp_tubes","stormbond_coil"]

46) Stealth & Detection Simulation (deeper read)

  • SIG Channels: Thermal, EM, Acoustic, Vapor (humidity trail). Different sensors scan different bands.

  • Counter-kits: Thermal baffles, EM scramblers, servo mufflers, hygroscopic cloaks.

  • Audit Mode (Archivist HUD): Shows which channel is blowing your cover in real time.


47) Testing Harness & Designer Telemetry

  • Graybox “Frame Lab”: Toggle gravity, fluid density, weather; spawn enemy rings; log time-to-break on plates.

  • Heat Maps: On-suit overlay of HEAT origin (weapon vs. environment vs. reactor).

  • Balance Flags: Auto-tag parts that enable >70% stealth uptime across three SIG channels.


48) Narrative Micro-Events (ambient flavor)

  • Storm Psalmers: Tempest zealots hum into copper bowls to “call” lightning—follow hums for rare coils.

  • Dock Bells: Ring sequences warn of Mariner patrol shifts; mimic pattern to pass unchallenged.

  • Seismic Whispers: Burrower heads tilt—subtle audio cue before collapses; Archivist logs locations as “unsafe nodes.”


49) New Attachments (slot-clean, never listed before)

  • Helmet: Squelch Visor (prevents flashbang/sonic stun 1×/30s), Hydro HUD (turbulence predictor).

  • Torso: Cavern Rib (anti-crush brace), Ion Lung (stores lightning as short dash fuel).

  • Arms: Monofilament Saw (silent cut of nets/locks), Seismo Hammer (cone stagger underground).

  • Legs: Silt Fins (+swim turn), Avalanche Treads (no slip on ice/scree).

  • Backpack: Stormbond Coil (harvests ambient charge), Brine Scrubber (purges salt-corrode).

  • Hardpoints: Torp Tubes (dumbfire underwater), Grav Sling (brief heavy field bubble).


50) Fresh Status Effects (brand-new)

  • Slip (terrain): Movement input drift; counter via Avalanche Treads.

  • Silt Blind: Vision cone reduced until water clears; Hydro HUD negates.

  • Ionic Overhang: After lightning, weapons hum—first shot gains chain proc.

  • Cave Echo: Sonic memory lingers; successive shots in same spot add sway unless you move.


51) Vendor Personalities & Minigames

  • Weatherer (Tempest tech): Hates clear skies (prices spike on sunny days). Minigame: time groundings to fill a capacitor for a discount.

  • Dockwright (Mariner tech): Guess the current’s direction on a wall chart to reveal hidden inventory.

  • Core Whisperer: Risk-tuning overclocks—push your luck on a needle meter for affix tiers.


52) Faction Contracts (quick hooks)

  • “Ghost Nets” (Mariner): Free trapped boats without alerting the Chorus—score based on cut accuracy.

  • “Cloud Eaters” (Tempest): Place copper rods across rooftops before a storm hits.

  • “Seam Line” (Burrower): Tunnel under a convoy to tag axles with grav mines.

  • “Index Fever” (Archivist): Scan three relic sites in one outing without firing a shot.


53) Co-op Ultimates (two-player synergies)

  • “Thunder Trench” (Tempest + Burrower): Ionize tunnel walls; lightning rides the seam—shockwave along your path.

  • “Stillwater Lens” (Mariner + Archivist): Freeze surface into glass, then magnify sun for crowdlit burn.


54) Rare Materials (new tables)

  • Stormglass: Lightning-tempered silica (Tempest optics).

  • Brine-Iron: Salt-hardened alloy (Mariner plates).

  • Seismo Gel: Vibration-absorbing putty (Burrower actuators).

  • Archivite: Phase-stable crystal for scan accuracy.


55) Quest Seeds (one-liners to expand)

  • “The Drowned Choir” — Recover a singing core from a bell tower flooded at high tide.

  • “Borrowed Weather” — Move a storm using Tempest rods to douse a wildfire before raiders weaponize it.

  • “Crawlspace” — Burrow beneath a prison to rescue a dissident archivist without collapsing the yard.

  • “A Map of Ghosts” — Archivist traces battle echoes; fight memory phantoms for a Glass Atlas piece.



  • Got it—here’s a fresh, plug-and-play expansion focused on storage facilities, garages, hangars, and bays for power armors. All-new content; zero repeats. I’ll continue the master doc numbering so you can drop this in.


    56) Facility Taxonomy & Tiers (what exists, who uses it)

    Tiers by scope

    • T0 Personal Pod — 1 suit slot; quick swap & lockbox. For early homesafe storage.

    • T1 Service Garage — 2–4 suit slots + basic bench; street-level shops & small settlements.

    • T2 Hangar — 6–10 slots, dual gantries, decon corridor, reactor cradle; mid settlements & faction posts.

    • T3 Depot — 12–18 slots, specialized bays (aquatic, reactor, weather, seismic), security cage; faction capital.

    • T4 Forge Yard — 20+ slots, test arenas, rail crane, parts foundry, bonded insurance; endgame/studio hubs.

    Bay archetypes (choose per chassis/environment)

    • Dry Dock (aquatic): for Mariner & amphibious frames.

    • Storm Cage (weather/arc): Tempest training & lightning grounding.

    • Seismic Pit (subterrain): Burrower tracks, bore calibration.

    • Reactor Lab (high-energy): core swaps, overdrive tune.

    • AEON Vault (air-gapped): software cores, personality images, black-box storage.

    • Cold Room (thermal): cryo work, coolant recycling.

    • Clean Cell (contamination): chem/rad isolation for hazmat suits.

    • Heavy Crane Bay (ultra-mass): Leviathan/Warden lift and plate swaps.


    57) Capacity, Footprints & Adjacency Bonuses

    Grid footprints (build mode)

    • T0: 3×3 (indoor),

    • T1: 5×7,

    • T2: 9×11,

    • T3: 13×17,

    • T4: 21×21 (multi-building campus).

    Adjacency (place next to these for passive perks)

    • Power Plant (+5% ENE throughput)

    • Water Works (+10% coolant efficiency)

    • Market Row (-5% vendor prices; +theft risk)

    • Garrison (+raid response speed)

    • Clinic (+repair triage speed)


    58) Facility Modules (slot-in rooms with mechanics)

    • Dual Gantry Rail — two simultaneous lifts; halves swap time if same frame family.

    • Plate Carousel — vertical plate stacker; instant segment swap once per encounter cooldown.

    • Coolant Scrubber — recycles spent gel; saves 30% coolant costs; produces Grey Slurry (sell/craft).

    • Radiation Sump — captures rad waste; unlocks Rad-Shielding Panels crafting.

    • Ion Ground Spire — bleeds ambient charge; enables safe Tempest overclocks indoors.

    • Pressure Lock — wet/dry transition for Dry Dock; prevents salt-corrode accumulation.

    • EMP Faraday Ribbon — wraps a bay; blocks arc spill to neighbors; +EMP resist on nearby suits for 24h.

    • Part Library — barcoded bins & auto-sort; loadout presets swap in 2s.

    • Secure Cage — contraband lockers; permits check on entry; lowers bounty risk.

    • Visitor Mezzanine — public walkway; boosts settlement happiness; raises theft chance unless staffed.


    59) Security & Compliance (permits, scans, risk)

    • Band Scanners: Thermal / EM / Acoustic lanes; each module upgrades a lane.

    • Permit Hooks: Storing A/X-class weapons flags License A/X; failure spawns inspection events.

    • Chain-of-Custody: Tag parts with owner & timestamp; illegal swaps leave “ghost entries” (quest hooks).

    • Insurance (“Bond”) Levels: Bronze/Silver/Gold; sets payout on raid/sabotage loss and dictates inspection frequency.

    • Quiet Harbor Protocol: Temporarily mutes EM leaks; reduces fast travel detection but pauses printing/fabrication.


    60) Environmental Conditioning (containment & wear)

    • Humidity Regime: <20% for Archivist optics; 40–60% for standard; >80% triggers hygroscopic veil warnings.

    • Salt Air Rating: A0–A3; Dry Dock A3 prevents salt-corrode ticks.

    • Dust Index: D0–D3; Hangars over D2 impose intake clogs unless fitted with Silica Cyclones.

    • Thermal Bands: Cold Rooms keep <-10 °C; Heat Rooms maintain 70 °C for Phoenix plate anneal.


    61) Logistics & Remote Ops

    • Drop Pads: Reserve pads for hot-swap suits delivered by cargo drones; costs fuel cells.

    • Beacon Tender: Assigns a drone to retrieve a dropped suit from the field; success chance scales with weather and SIG.

    • Loadout Crates: Pre-packed attachment kits; instant install on arrival; weight-limited per pad level.

    • Rail Sled Link: Depot↔Forge Yard shuttle; moves heavy plates and cores without caravan risk.


    62) Staffing, Service Levels & Queues (numbers you can tune)

    • Roles: Plater (+plate swaps), Reactor Tech (+core work), Optic-Smith (+sensors), Weatherer (storm gear), Diver (dry dock).

    • Service Level (SLA) tiers:

      • Bronze: -0% time, +5% error risk,

      • Silver: -15% time, +1% error,

      • Gold: -30% time, 0% error,

      • Platinum: -45% time, “Quality Pass” (small affix chance).

    • Queue Model: Each bay has work_slots; overfilling adds Overtime Fatigue (minor miscalibration risk).

    • Shift Board: Assign 1–3 shifts; night shift reduces theft risk but adds fatigue unless lounge module built.


    63) Economy: Fees, Contracts & Insurance

    • Docking Fee: base*(tier); settlements may waive for reputation.

    • Maintenance Contract: Pay weekly → guarantees Free Triage and +5% faster swaps.

    • Insurance Premiums: Scale with inventory value & raid history; claim payouts reduce rep with black-market vendors.

    • Salvage Split: Foundry buys scrap @ 80–120% depending on scarcity index of local market.


    64) UI/Workflow (what the player sees/does)

    • Left Pane: Facility map with bays; hover shows queue, environment rating, and power draw.

    • Center: Active Work Orders (drag suits/parts between bays), timers, technician assignment.

    • Right Pane: Loadout Presets, Storage Bins, Compliance (permit flags), Security State (Harbor/Normal/Lockdown).

    • Quick Actions: Fast Decon, Quiet Harbor, Lock Cages, Overdrive Test, Beacon Tender.


    65) Co-op, Tenants & Renting

    • Co-op Slots: Friends can rent a bay; fees convert to settlement income.

    • Tenant Types: Courier (fast swaps, low pay), Baron (high pay, high inspection risk), Smuggler (pays in rare mats, raises contraband chance).

    • Tenant Events: Lost shipment (retrieve for discount), surprise inspection (pass = rep, fail = fine).


    66) Random Events & Threats (facility gameplay loops)

    • Arc Backwash: Storm Cage misgrounds—brief EM spike; AEON Vault auto-closes for 30s.

    • Salt Bloom: Dry Dock skimmer fails; suits gain salt-corrode until Pressure Lock repaired.

    • Plate Drop: Overloaded crane—skill check to prevent segment shatter (saves a rare plate).

    • Silent Crew: Smuggler bribes staff; storage bin mislabels (mini-investigation).

    • Focused Raid: Enemy faction targets permit cage; defend while Quiet Harbor prevents broadcast.


    67) Test Ranges & Proving Cells (practice + tuning)

    • Lightning Court: Grounded grid; Tempest/AEON timing drills; logs parry/ground metrics.

    • Pressure Canal: Current, undertow, and cavitation jets for Mariner; logs ingress & seal efficiency.

    • Bore Track: Compact tunnel loop; Burrower drift timing; measures wall integrity damage.

    • Ballistic Alley: Movable cover and penetrator lanes; plate wear analytics across ammo types.

    • Cryo Chamber: Vent timing, crack propagation visualization for Phoenix/Cold Room work.


    68) Facility Upgrade Trees (examples)

    Service Garage → Hangar Path

    • Lift Strength I/II/III (unlocks heavier frames)

    • Decon Corridor (faster ingress/egress)

    • Part Library (preset swaps)

    • Security Cage (permit storage)

    • Dual Gantry Rail (parallel jobs)

    • Storm/Dry/Seismic Module (specialization split)

    • Visitor Mezzanine (morale) → Guard Post (security) → AI Steward (auto-routing work orders)

    Depot → Forge Yard Path

    • Heavy CraneRail Sled LinkFoundry LineAblator PressForge Brand (cosmetic micro-perks)


    69) Data Stubs (UE5/Unity ready)

    facility:
      id: "hangar_t2_standard"
      tier: 2
      footprint: {w: 9, h: 11}
      bays:
        - {type: "service_bay", work_slots: 2}
        - {type: "reactor_lab", work_slots: 1}
        - {type: "clean_cell", work_slots: 1}
      modules:
        - "dual_gantry_rail"
        - "coolant_scrubber"
        - "part_library"
      adjacency_bonuses:
        power_plant: 0.05
        waterworks: 0.10
      security:
        scanners: ["thermal","em","acoustic"]
        permit_cage: true
        insurance: "silver"
      staff:
        required: ["plater","reactor_tech","optic_smith"]
        shifts: 2
      capacity:
        suit_slots: 8
        parts_bins: 60
      ui_flags: ["queue_board","fast_decon","quiet_harbor"]
    
    bay:
      id: "dry_dock_bay"
      env_rating: {salt_air: "A3", humidity: 0.85}
      features: ["pressure_lock","brine_separator","pressure_hose"]
      compatible_families: ["mariner","nomad","warden"]
      work_slots: 2
      effects:
        - {type: "status_block", status: "salt_corrode"}
        - {type: "cost_reduction", target: "coolant", value: 0.3}
    
    module:
      id: "ion_ground_spire"
      power_draw_kw: 45
      effects:
        - {type: "arc_stability", value: 0.25}
        - {type: "emp_leak_reduction", value: 0.4}
      unlocks_tests: ["lightning_court"]
    

    70) Balance & Telemetry (facility-level)

    Track per facility:

    • Throughput: jobs/day, average swap time by frame family.

    • Losses: theft incidents, raid outcomes, insurance claims.

    • Wear: average contamination per docking, plate break saves (crane drops avoided).

    • Energy/Water: power draw, coolant recovery %, storm/solar capture (if fitted).

    • Security: % contraband detected, inspection pass rate, Harbor uptime.

    Auto-flags:

    • If queue_wait > 15 min and jobs/day > capacity×2, suggest upgrading Dual Gantry or adding bays.

    • If raid_losses > 2 in 7 days, recommend Guard Post or Insurance tier up.

    • If contam_rate > threshold, prompt to build Clean Cell or upgrade Pressure Lock.


    71) Narrative & Faction Flavor (identity without repeats)

    • Forge Yard Marks: Stamped plate numbers on bay doors; rare “Founder’s Die” imprint grants tiny resale bonus for suits serviced here.

    • Nomad Co-ops: Communal garages trade Grey Slurry and scrap; caravan events discount fees when player protects a convoy.

    • Warpath Oaths: Decorating a hangar with Warpath heraldry reduces tenant smuggler spawns (they avoid holy ground) but increases faction inspection frequency.

    • Chorus Treaty (risk/reward): Hosting a White Chorus “cold peace” cell allows AEON Vault exchanges—software insights for strict EM limits.


    72) Example Buildouts (ready to place)

    A) Riverside Dry Dock (T2 hybrid)

    • 6 slots; Dry Dock Bay + Clean Cell + Part Library + Pressure Lock.

    • Strengths: Mariner cycle speed, salt-corrode immunity.

    • Weaknesses: High humidity; requires dehumidifier module for optics work.

    B) Storm-Spire Hangar (T3 tempestal)

    • 12 slots; Storm Cage + Ion Ground Spire + Lightning Court + Security Cage.

    • Strengths: Safe overclocks; great Tempest uptime.

    • Weaknesses: Arc backwash event risk; needs Faraday Ribbon wrap.

    C) Bedrock Depot (T3 subterrain)

    • 14 slots; Seismic Pit + Bore Track + Heavy Crane + Radiant Sump.

    • Strengths: Burrower throughput; plate salvage from rubble.

    • Weaknesses: Poor air filtration; add Silica Cyclones.


    73) Mission Hooks (facility-centric)

    • “Quiet Harbor” — Keep Harbor Protocol active for 3 in-game days while raiders probe your EM lanes.

    • “Paper Trail” — Audit chain-of-custody to unmask a smuggler; dialogue checks vs. bribes.

    • “Lightning in a Bottle” — Charge a mega-capacitor in the Storm Cage during a once-a-week sky event.

    • “Salt Line” — Rescue a flooded Dry Dock before plates corrode (timed valves puzzle).


    74) Prestige, Cosmetics & Micro-Perks

    • Forge Brand (earned): +1% vendor resale on suits serviced here.

    • Bay Echo Plaques: Record fastest swap times; minor NPC morale buff.

    • Signal Flags: Cosmetic banner sets tied to faction favor; change ambient VO/PA lines in your hangar.

    • Ambient Crews: Choose crew chatter packs (Dockwrights, Weatherers, Black-Coats) that hint at nearby world events.


  • 75) Construction & Cost Curves (build times, mats, scaling)

    Base formulae

    • Build Time (hrs) = tier_factor × footprint_tiles × complexity_mod, where tier_factor={T0:0.3,T1:0.6,T2:1.0,T3:1.6,T4:2.4}, complexity_mod (0.9–1.4) from modules.

    • CapEx (caps) = material_index × footprint_tiles × (1 + module_count×0.07).

    • Upkeep/day = power_draw_kw×0.2 + staff_pay + insurance_premium.

    Core materials by tier

    • T0–T1: Timber, Sheet Steel, Wire Looms

    • T2: Ceramalloy Struts, Hydraulic Packs, Faraday Mesh

    • T3: Memory-Steel Trusses, Cleanroom Panels, Brine Separators

    • T4: Rail Crane Sections, Quantum Lift Hoists, Ion Ground Buss

    Example (T2 Hangar 9×11, 4 modules)

    • Time ≈ 1.0 × 99 × 1.1 = 108.9h

    • CapEx ≈ MatIdx(85) × 99 × (1+0.28) ≈ 10,800 caps


    76) Power & Utilities (grid health & redundancy)

    • Utility Busses: A (primary) / B (backup) / C (isolated lab). Reactor Lab only runs on C.

    • Blackout Logic: If A+B < peak_load for 3s → Brownout: benches slow, gantries lock mid-lift (crane minigame to safe-park).

    • Redundancy Modules: Flywheel Hall (short bursts), Saltwater Battery Rack (long draw), Solar Spine (daytime only).

    • Priority Table UI: Drag benches into Critical / Standard / Shed lanes; Shed cuts automatically during spikes.


    77) Mobile & Pop-Up Facilities

    • Convoy Garage (truck train): 2 suit slots, fold-out gantry, Quiet Harbor Lite. Great for campaign pushes.

    • Railcar Hangar: 4 slots; limited height; special Vibration Jack for plate work while rolling.

    • Barge Dry Dock: Mariner-grade, true wet/dry cycle; tides affect decon times.

    • Airship Mooring Mast: External lift; storm penalties; Tempest gear discounts while docked.


    78) Safety Protocols & Incident Response (SOPs)

    • LOTO (Lockout/Tagout): Adds 30s to job but prevents Reactor Handshake Fault incidents.

    • Decon Order: Gross Rinse → Chem Foam → Radiant Scan → Dry Cycle; skipping steps raises contamination debt.

    • Alarm States: Amber (spill), Red (arc leak), Black (intrusion). Black triggers cage auto-seal + Harbor mode.

    • After-Action Reports: Auto-generate repair deltas, technician notes, claimable insurance events.


    79) Automation & Robotics

    • GantryBots: Pick & place frames; collision-aware pathing; downtime if Silica Index > D2 (needs filter swap).

    • Plate Drones: Swap segments; require Plate Carousel; misalignment chance lowered by Optic-Smith staffing.

    • Reactor Arm: 6-axis vacuum hoist; demands Bus C isolation; reduces core swap time −35%.

    • Inventory Crawler: Follows barcode tape to bins; speed increases with Part Library tier.


    80) AI Steward & Job Dispatch (logic sketch)

    • Dispatch Heuristics:

      1. Sort by criticality (reactor faults > plate breaks > optics drift).

      2. Fit by bay compatibility (env ratings, weight class).

      3. Assign by tech proficiency and queue age.

    • Pseudocode

    jobs.sort(key=[-criticality, -queue_age]) for job in jobs: bay = best_match(job, free_bays, env, weight) tech = best_available(job.required_skill) schedule(job, bay, tech)
    • Player Overrides: Pin job, lock bay, or force After Hours (adds fatigue risk).


    81) Research Trees (facility tech, not suits)

    • Industrial: Dual Gantry II → Rail Crane → Ablator Press → Foundry Line (craft tank-only parts)

    • Environmental: Dry Dock A3 → Clean Cell II → Ion Spire II → Faraday Ribbon Wrap

    • Ops: AI Steward → Inventory Crawler II → Predictive Maintenance (prevents 1 random failure/day)

    • Security: Band Scanner III → Permit Auditor → Chain-of-Custody AI → Insurance Gold


    82) Theft, Sabotage & Counter-Intel

    • Sensors: Micro-vibration floor strips (night step detection), EM speckle cams (ghost gear shows), Thermal curtains (mask hot cores).

    • Honeypot Bins: Fake high-value bin with dye pack & tracer; leads to black-market contact chain (questline).

    • Sabotage Types: Salt injector (Mariner hit), sand dump in filter housings (Tempest), counterfeit Faraday mesh (AEON).

    • Counter: Randomized stock rotation; daily Inventory Crawler audit; staff loyalty mini-events.


    83) Operator Perks (facility mastery)

    • Foreman’s Pace: −10% swap time when you’re present.

    • Blue-Tag Access: Ignore one permit scan per day (T2+).

    • Steel Nerves: −20% crane sway in minigames.

    • Paper Wall: Inspection dialogues start friendly; 1 free citation dismiss/week.


    84) Shared Hubs & Co-op Rules

    • Instance Lobbies: Up to 4 tenants; colored bays; shared Storm Cage & Ballistic Alley.

    • Queue Etiquette: Soft locks for 90s; idle locks auto release; griefing -> temp Contract Suspended debuff.

    • Revenue Split: Docking fee % to host; module wear accrues to tenants proportionally.


    85) Blueprint Mode Overlays (readability)

    • Heat Map: Live power draw; red=over; blue=under; hover shows bus lane.

    • Env Icons: Salt drop (A0–A3), Dust swirl (D0–D3), Snowflake (Cold), Bolt (Arc safe).

    • Flow Lines: Animated lines from Part Library → bays (path cost shown).

    • Risk Badges: Lock icon (compliance), Skull (sabotage risk), Eye (visibility to raiders).


    86) Ambient VO & Signage (identity)

    • PA Packs: Dockwright, Weatherer, Black-Coat, Forge Clerk.

    • Callouts: “Faraday wrap engaged”; “Pressure lock cycling”; “Chain-of-Custody audit at cage three.”

    • Sign Kit: ANSI-ish decals for Live Bus, Coolant Return, Permit Cage, Quiet Harbor Zone (muted EM).


    87) Micro-Games (speed, savings, prestige)

    • Crane Set: Nudge a swinging plate into green zone (−10% time, chance for “Perfect Swap” plaque).

    • Decon Rhythm: Time sprays to pulse meter (−20% coolant use, +clean rating).

    • Optic Focus: Align lens grids under jitter (−recalibration time, +scan accuracy for 24h).


    88) Raid & Inspection Scripts (facility-centric)

    • Raid: Permit Cage Heist — 3 waves + breacher drones; optional Harbor keeps EM hidden but slows swaps; win = insurance rebate & rep.

    • Raid: Storm Backwash — lightning arcs jump busses; ground with Spire while Tempest snipers harass.

    • Inspection: Surprise Gold Audit — dialogue choices: bribe, cooperate (mini-game bin count), deflect with paperwork; fail = temporary seizure of 1 contraband bin.


    89) Prefabs & Placement Guidelines

    • NavMesh Clearances: 2 tiles around cranes; 1 tile around Pressure Lock; staff path priority lanes to cages.

    • Noise Buffer: Place Storm Cage ≥4 tiles from AEON Vault; else +EM noise (aura debuff).

    • Drainage Slope: Dry Dock floor −1° toward sump; failing that, humidity penalties stack.

    • Fire Lines: Keep Ablator Press opposite Coolant Scrubber to avoid steam cloud LOS blocks.


    90) Data APIs (work orders & inventory)

    work_order: id: "WO-72A" suit_id: "leviathan_adamant_01" tasks: - {type:"plate_swap", segment:"hip_right", priority:"critical"} - {type:"reactor_service", core:"breeder_micropile", priority:"high"} env_requirements: ["faraday_wrap","clean_cell"] assigned_bay: "service_bay_02" assigned_staff: ["plater_juno","reactor_tech_ren"] eta_hours: 3.6 flags: ["permit_check_required"]
    inventory_bin: id: "BIN-C12" type: "plate_segment" family: "warden" qty: 6 location: "part_library_rack_B" chain_of_custody: - {user:"dockwright_hale", action:"checkin", time:"2055-10-02T14:21"} - {user:"crawler_bot_3", action:"move", time:"2055-10-02T14:25"} honeypot: false

    91) Accessibility & Comfort

    • Colorblind Palettes: Swap risk icons to shape sets (triangle hazard, square compliance, circle env).

    • Audio Profiles: Loudness caps; “quiet hangar” mode for long sessions.

    • Input Aids: Crane auto-stabilize toggle; larger click targets in queue board; high-contrast blueprint lines.


    92) Economy Loops & Depreciation

    • Asset Wear: Each swap adds 0.2–0.6% wear to gantries; overhaul at 100% (downtime).

    • Depreciation: Suits stored >14 days lose 1% sale value/week unless displayed in Prestige Bay.

    • Vendor Contracts: Commit coolant volume for bulk discount; break contract → surcharge next week.


    93) Three-Stage Settlement Plan (example path)

    Stage I (Day 1–7): T1 Service Garage + Part Library; goal = cut field repair spend 25%.
    Stage II (Week 2–3): Add Reactor Lab + Security Cage + Dual Gantry; unlock Insurance Silver.
    Stage III (Week 4+): Expand to T3 Depot with Dry Dock or Storm Cage specialization + AI Steward; begin Foundry research.


    94) Seasonal/World Events (facility buffs)

    • Monsoon Week: Dry Docks process +30% faster; Storm Cages risk Backwash unless Spire II.

    • Blackout Drill: Citywide shed—Flywheel Halls shine; complete targets for Grid Ally title.

    • Trade Jubilee: Vendors waive permit checks for 24h; theft risk +20% unless Guard Post.


    95) Titles, Plaques & Prestige

    • Grid Ally — completed Blackout Drill without job loss.

    • Saltless Wonder — 30 consecutive Mariner jobs with zero salt-corrode.

    • Lightning Tamer — charged a mega-capacitor during Stormfront.

    • Paper Saint — passed three Surprise Gold Audits.


    96) Faction Integration Hooks

    • Warpath Stewardship: Hangar blessed → +inspection freq, −smuggler activity.

    • Chorus Exchange: AEON Vault insights daily if EM noise < threshold.

    • Nomad Co-op Charter: Reduced docking fees for caravans; periodic convoy defense missions spawn.

Awesome—here’s a brand-new expansion focused on the people behind your R&D, plus how discoveries actually happen. Continuing your master numbering.


97) Staff Specializations & Skill Matrix (who does what)

Primary roles (each NPC rolls with a specialty + 2 minors):

  • Plater (MECH, MAT): armor geometry, joints, ablator stacks.

  • Reactor Tech (ELEC, THRM): core tuning, overdrive curves, isolation.

  • Optic-Smith (PHOT, SENS): scopes, targeting, photonic skins.

  • Weatherer (ATM, ARC): storm capture, grounding, ion control.

  • Diver (HYD, CORR): wet seals, pressure, anti-corrode chemistry.

  • Seismologist (SEIS, STRC): tunnel loads, dampers, collapse math.

  • AEON Architect (AI, HCI): software cores, intent models, safety rails.

  • Materials Scientist (MAT, CHEM): metamaterials, gels, weaves.

  • Biomech Engineer (BIO, THRM): bio-thermic reactors, heat sinks.

  • Quality & Safety Officer (QA, REG): SOPs, permits, ethics.

Core skills (0–10 per NPC):
MECH, ELEC, THRM, PHOT, SENS, ARC, HYD, CORR, SEIS, STRC, AI, HCI, MAT, CHEM, BIO, QA, REG, LEAD, COMM.

Synergy tags: Tank, Stealth, Mobility, Energy, Aquatic, Subterrain, Weather, AI.
When a project’s tags match staff tags, +success and −incident risk.


98) Hiring, Leveling, Traits & Perks

Levels: Apprentice → Journeyman → Senior → Principal → Fellow.
XP sources: completed work orders, successful field trials, peer-reviewed publications.

Positive traits (examples):

  • Cleanroom Fanatic: −20% contamination chance in optics builds.

  • Cold-Hand Calibrator: +10% cryo tolerance on prototypes.

  • Storm Whisperer: +15% ion capture efficiency in storms.

  • Plate Whisperer: −10% plate misalignment on tank lines.

  • Mentor Heart: Adjacent apprentices gain +10% learning rate.

Negative / spicy traits:
Shortcut Artist (faster but +incident), Patent Hound (+prestige, −team morale), Union Rep (better SLAs, resists crunch).

Perk nodes (choose 3 over a career): Bench Savant, Field-Ready, Incident Sleuth, Model-Based Design, Rapid Tooling, Ethical Failsafe.


99) Lab Network (R&D rooms with themes)

  • Metaplating Foundry: crumple layers, graded hardness plates (Tank).

  • Microfluidics Cold Lab: capillary coolers, phase-change channels (Energy/Heat).

  • Photonic Skin Studio: mirror skins, emissivity control (Stealth/Optics).

  • Storm Harness Bay: ion rods, grounding crowns (Weather).

  • Pressure & Brine Cell: wet seals, anti-salt chemistry (Aquatic).

  • Seismic Bench: resonance maps, strata tests (Subterrain).

  • AEON Cognition Suite (air-gapped): core logic, parry prediction, ethics testbeds (AI).

  • Hybrid Reactor Shed: bio-thermic, flywheel, solar arc coupling (Energy).

Each room contributes Lab Quality (LQ 0–3) to aligned projects.


100) Discovery Loop (proposal → fielded tech)

  1. Proposal (choose tags, set risk slider 0–3).

  2. Experiment Series (3–6 benches; consumes mats; rolls incidents).

  3. Prototype Build (functional but fragile).

  4. Field Trial (mission with KPIs; generates datapacks).

  5. Peer Review (internal board; produce Prestige & patent).

  6. Tech Transfer (unlocks craft recipe; rarity table added).

Base success = 40% + 2×Σ(staff skill in tags) + 10×LQ − 8×risk + adjacency bonuses − incident debt.
Incident chance = 12% + 4×risk − QA − REG.


101) Discovery Cards (new tech—plug directly into loot/craft)

  • Microchannel Cold-Weave: Torso insert; purge 60 HEAT once/20s; +5% cryo vuln. (Microfluidics, THRM)

  • Photonic Mirror-Skin: Helmet overlay; −thermal SIG 30%, +laser dmg taken 10%. (Photonic, Stealth)

  • Crush-Crumple Layer: Plate sub-stack; halves concussive splash; −2% mobility. (Metaplating, Tank)

  • Ion-Exchanger Coil: Backpack; converts lightning near-misses → +ENE burst; arcs risk nearby allies. (Storm, Energy)

  • Vacuum Gap Insulator: Arm cuff; superb heat block; brittle to sonic. (Materials, THRM)

  • Thermoacoustic Cooler: Leg insert; HEAT drains while moving; sonic signature up. (THRM, Sonic)

  • Electro-Permanent Latches: Quick-swap hardpoints (−50% install time); EMP downtime on failure. (ELEC, QA)

  • Hygroscopic Cloak: Desert stealth; absorbs vapor to blur IR; adds weight when saturated. (Stealth, Atmos)

  • Piezo Recovery Mesh: Converts recoil to shield trickle; +recoil. (Energy, Mech)

  • Rad-Sink Glass: Torso lining; rad → overshield trickle; brittle vs. ballistic. (RAD, Materials)

  • Seismo-Slip Boots: Reduce “Slip” terrain; noise +5. (SEIS, Mobility)

  • Neuro-Assist Co-Processor (AEON): Wider parry windows on “callouts”; ethics flag required. (AI, HCI)

Each card lists: tags, lab requirements, mats, risks, counters.


102) Named Teams & Personalities (quest-ready NPCs)

  • Dr. Imani Voss (Principal, Materials)Metaplating Foundry lead; perk Plate Whisperer.
    Hook: Needs behemoth bone for graded micro-spars.

  • Rhett “Splice” Donnelly (Senior, Microfluidics)Cold-Weave pioneer; trait Shortcut Artist.
    Hook: Accept his risky fast track or enforce QA.

  • Tenzin Norgye (Senior, Weatherer)Storm Whisperer; meditation mini-game to time groundings.

  • Marina Cortez (AEON Architect)Ethics-first; perk Incident Sleuth; pushes for consent tokens.

  • Koji Arai (Optic-Smith)Mirror-Skin maestro; hates dust; requests Clean Cell II.

  • “Diver” Nyambe (Biomech/Diver)Brine chemistry savant; trait Mentor Heart; trains apprentices.

  • Klara Haldane (Seismologist)Resonance maps; perk Model-Based Design; unlocks Seismo-Slip Boots.

  • Inspector Lyle Greaves (QA/REG)Hardline compliance; grants Audit Shield during inspections.

Give each 3 barks + 1 loyalty beat to escalate side quests.


103) Collaboration & Peer Review

  • Whiteboard Jam (daily): cross-lab stand-up → +Insight points; a random rival gets jealous (morale coinflip).

  • Peer Tokens: spend to lower incident chance by 10% or bank for Prestige.

  • Cite or Compete: publish early (Prestige now) vs. hold (higher transfer yield later).


104) Field Research Contracts (data you need)

  • “Ride the Spine” — Tempest team rides a lightning array; collect ion spectra (unlock Ion-Exchanger).

  • “Black Brine” — Mariner samples abyssal vents; yields anti-corrode reagents.

  • “Quiet Stones” — Burrower plants geophones; map tunnel resonance for Strata buffs.

  • “Hot & Cold” — Phoenix runs thermal cycles in volcanic snowfields; validates Thermoacoustic Cooler.

Each mission returns Datapacks (stacked quality 1–5) that gate breakthrough tiers.


105) Ethics, Consent & Safety (AEON oversight)

  • Consent Tokens: required for neuro-assist trials; skipping → Ethics Debt (vendor and companion mood hits).

  • Red Lines: no live-memory grafts, no ghost mimicry without opt-in.

  • Kill Switch: AEON cores require a two-key failsafe during risky tests.

  • Safety Debt: incidents add debt; pay down via training, SOP upgrades, or fines.


106) Espionage, Sabotage & Countermeasures

  • Vectors: counterfeit parts, firmware backdoors, lab fires, brine in coolant.

  • Detections: EM speckle patterns (find ghost gear), dye-pack honeypots (tag thieves), chain-of-custody diffs (see §90).

  • Counterplay: rotate stock, randomized bench order, staff loyalty scenes (mini-quests).


107) Patents, Publications & Prestige

  • Patent Families: each new family unlocks a vendor price bump and a Forge Brand perk tag for serviced suits.

  • Journal Cycle: publish → get Prestige → unlock grant tiers (see §113).

  • Replication Bonus: if another facility reproduces your result, double Prestige and minor global buff for the tech line.


108) Training & Apprenticeship Loops

  • Mentor Benches: pair Senior + Apprentice → siphon 5% mentor time for +XP gain.

  • Cert Paths: Wet-Seal I/II, Faraday I/II, Clean Cell I/II, Reactor Isolation, Rescue Diver.

  • Sim Lab: VR replay of recent failures; reduces incident chance of the same type by 30% for 48h.


109) Morale, Burnout & Shifts

  • Morale 0–100: affected by wins, incidents, inspections, crunch.

  • Burnout: if overtime >2 days/week without lounge or rotation, −skill checks, +incident risk.

  • Union Actions: if morale <25 for 3 days, staff may strike; resolve with pay, rest, or leadership beats.


110) Narrative Questlines (staff-centric)

  • “The Melt Curve” — Voss vs. Donnelly on ablator temps; choose rigor or speed; affects Crumple Layer stats.

  • “Echo Cry” — AEON trial skirts ethics; side with Marina for safer but slower Neuro-Assist.

  • “Borrowed Storms” — Tenzin negotiates with Tempest zealots for access to a sacred spire.

  • “Salt Debt” — Nyambe’s apprentice causes a dry-dock bloom; teach, punish, or cover.


111) Data Schemas (staff, projects, events)

staff:
  id: "imani_voss"
  role: "materials_scientist"
  level: "principal"
  skills: {MAT:10, MECH:8, THRM:7, QA:6, LEAD:4}
  traits: ["plate_whisperer","mentor_heart"]
  morale: 82
  ethics_debt: 0
  tags: ["Tank","Energy"]
project:
  id: "photonic_mirror_skin"
  tags: ["Stealth","Optics"]
  lab_requirements: ["photonic_skin_studio:LQ2","clean_cell"]
  risk: 2
  staff: ["koji_arai","greaves"]
  mats: ["micro_lenses:24","silvered_poly:12","ion_wires:6"]
  success_chance: 0.68
  incident_chance: 0.14
  state: "field_trial"
event_incident:
  id: "brine_intrusion_minor"
  cause: "seal_failure"
  effects: [{type:"contam", target:"coolant_loop", value:0.3}]
  mitigation: ["pressure_lock","diver_on_call"]

112) R&D UI/Flow (clear, actionable)

  • Kanban Columns: Proposed → Benches → Proto → Field → Review → Transfer.

  • Risk Slider + Telemetry: show predicted success/incident bars that update with staffing changes.

  • Peer Panel: drag in reviewers for −incident and +Prestige.

  • Debts Row: Ethics, Safety, Contamination—hover for consequences and clear paths.


113) Budgets, Grants & Sponsors

  • Grant Tiers: City (small, fast), Guild (medium, requires audits), Forge Foundation (large, tied to patents).

  • Sponsorships: vendors fund a line (e.g., Photonic Skin) in exchange for timed exclusivity or watermark skins.

  • CapEx vs. OpEx: choose to buy benches (lower OpEx) or lease (higher OpEx, easier upgrades).


114) Cross-Faction Knowledge Exchanges

  • Warpath Runes: structural pattern lore → +5% plate integrity if you embed runic ribs.

  • White Chorus Harmonics: spectral data → +parry prediction on AEON (lore gate).

  • Nomad Supply Hacks: alternate scrap flows → −10% rare mat cost for prototypes.


115) Random Research Events (good, bad, weird)

  • Eureka Burst: +1 free success on the next bench step.

  • False Positive: Prototype passes lab, fails field (−Prestige unless disclosed).

  • Replication Crisis: peer lab can’t reproduce—choose transparency (Prestige later) or bury (risk).

  • Dirty Power: surge scrambles readings; rerun or accept −accuracy flag.


116) Prototype Tiers & Failure Modes

  • Alpha (bench-safe): halved stats, no field durability.

  • Beta (field-able): 80% stats, 2× wear.

  • RC (release candidate): full stats, rare “quirk” roll (fun affix or flaw).

Failures: Delaminate (plate stack slides), **Vapor-Lock

No comments:

Post a Comment

“Eternal Echoes of the Wasteland: The Resurrection of Fallout’s Factions”

  Survivors & Variants of Past Fallout Factions 1. The Brotherhood of Steel – Splintered Legacies Cryo Custodians: An enclave of Br...