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:
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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)
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Identity: Indestructible wall; crowd control; high DEF, lower MOB.
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Passives: Fortify (stacking DR when stationary), Anchor (recoil immunity).
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Variants:
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Warden Mk II “Bastion” — Reactive Ceramalloy tiles; Shoulder: Stagger Mortar (cone shockwave).
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Warden Mk III “Tyrant” — Siege shield projector (directional energy wall), taunt pulse (draws aggro in radii).
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Warden HAZMAT — Fire/acid DR + foam sprayer (extinguish + slow).
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B) Specter-class (Stealth / infiltration “Ghost Suit”)
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Identity: Cloaks, heat-dampening, quiet servos; high STE, mid MOB.
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Passives: Vanish (brief auto-cloak on kill), Shadow Steps (reduced footfall noise).
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Variants:
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Specter “Chameleon Weave” — Adaptive panels; moving crouch grants near-invisibility; weak vs EMP.
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Specter “Needle” — Wrist mono-blade, backstab crits apply Hemorrhage.
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Specter “Echo” — Records combat ghosts (hologram lures that repeat your last 5s of movement).
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C) Valkyrie-class (Mobility / jump-jet skirmisher)
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Identity: Air control, gap-closing; high MOB, high ENE draw.
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Passives: Air Superiority (bonus ranged accuracy mid-air), Shock Absorbers (negate fall).
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Variants:
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Valkyrie “Thunderstep” — Ground-pound arc that chains electricity.
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Valkyrie “Skyrake” — Forward dash with bleed talons; aerial melee finisher.
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Valkyrie “Zephyr” — Sustained hover; shoulder micro-missiles (low dmg, high stagger).
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D) Nomad-class (Survival / field engineer)
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Identity: Long-range trekking, self-repair, ammo crafting.
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Passives: Scavenger’s Dividend (extra salvage), Dust Filter (rad/chem-resist).
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Variants:
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Nomad “Trailsmith” — Backpack field-forge (craft T1/T2 ammo & repair kits).
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Nomad “Wayfarer” — Hydration recycler + heat/cold buffers; +carry cap.
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Nomad “Pathwarden” — Deployable cover drone; flare mark for ally accuracy.
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E) Phoenix-class (Energy / thermal dominance)
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Identity: Heat & fire control; reactor headroom; risk of overheat.
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Passives: Thermic Overflow (high ENE → bonus fire dmg), Mag-Seals (reduced coolant loss).
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Variants:
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Phoenix “Emberlord” — Cone flamestorm; firewalk immunity.
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Phoenix “Sunsting” — Solar capacitors (daytime overcharge), heat mirage stealth in deserts.
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Phoenix “Ashborn” — Fire converts to shield; vulnerable to cryo.
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F) Ranger-class (Recon / marksman)
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Identity: Scout optics, target painting, precision.
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Passives: Rangefinder (+weak-point damage), Motion Ping (light ping on sprint-stop).
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Variants:
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Ranger “Longwatch” — Helmet: thermo-optic scope; torso: breath-stabilizer.
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Ranger “Trapline” — Wrist smart-traps; wire-guided micro-mines.
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Ranger “Courier” — Speed spec; stealthy courier booster; low DEF.
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G) Leviathan-class (Ultra-heavy siege)
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Identity: Walking tank; power-hungry; slow; brings artillery to a gunfight.
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Passives: Siege Frame (immune to stagger), Fortress Grid (+ally cover aura).
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Variants:
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Leviathan “Quarry” — Rail pile-driver (breaching melee).
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Leviathan “Cataclysm” — Shoulder micro-mortar; cluster shells.
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Leviathan “Aegis” — 360° point-defense laser vs. grenades/rockets.
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H) AEON-class (Iron Mind Line) (AI-integrated / command)
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Identity: Sentient co-pilot; squad buffs; software-centric.
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Passives: Tactical Uplink (+ally SYS), Situational Callouts (context perks).
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Variants:
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AEON “Mentor” — Command a micro-drone wing; revive assist beam.
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AEON “Lancer” — Gauss-lance charging tree; perfect-release crit windows.
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AEON “Oracle” — Predictive parry (windowed auto-block) + enemy intent outlines.
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3) Power Sources (playstyle-changing reactors)
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Standard Fusion Core+ — Baseline; stable; common.
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Prism Core — Clean fusion lattice; +ENE, low noise; rare crystals to service.
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Breeder Micropile — Very long runtime; heavy; -MOB; radiation haze.
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Bio-Thermic Reactor — Converts chems/organics → ENE; random “metabolic surges.”
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Kinetic Flywheel — Sprint/melee generate power; poor idle output.
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Solar Arc Capacitors — Big daytime overcharge; nights need backup cells.
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Cryo-Cycle Core — Burns coolant as fuel; huge burst output; watch freezing risk.
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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
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Ghost-Lattice Cloak (Specter): partial invis, fails on heavy fire.
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Targeting Visor MkIII: weak-point highlight + scope overlay.
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Command Halo (AEON): squad ping wheel, faster ally revive radius.
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Rad/EM Shielding Mesh: +EMP resist, -STE.
Torso
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Reinforced Ceramalloy: +ballistic DR, +weight.
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Phase-Shift Buffer: brief iframe on dodge; long cooldown.
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Med-Gel Reservoir: auto-inject at low HP; uses gel canisters.
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Adaptive Thermal Baffles: fire/cold resist; reduces Phoenix overheat.
Arms
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Exo-Sinew Actuators: +melee dmg, bash staggers.
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Arc-Welder Rig: close-range chain lightning; high ENE draw.
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Omni-Tool Bracer: fast hack, repair, trap arm.
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Mono-Edge Foreblade: silent executions; limb maim chance.
Legs
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Mag-Boots: vertical surfaces/airframe grip.
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Gyro-Knee Servos: strafe speed + ADS movement.
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Spring-Jack Pistons: triple jump (heat build-up).
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Gravelock Spikes: stand-your-ground DR, -turn speed.
Backpack
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Field Forge (Nomad): craft ammo, repair kits, basic mods.
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Drone Bay (AEON/Nomad): scout or shield drone.
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Ammo Fabricator: slowly prints standard rounds; noisy.
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Coolant Silo (Phoenix/Leviathan): huge heat capacity; heavier.
Hardpoints (Shoulder/Wrist)
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Micro-Mortar (Leviathan): arc shells; high AoE, slow.
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Missile Rack (Valkyrie): lock-on swarm.
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Shield Projector (Warden): forward wall or bubble.
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Grapple Line (Ranger): pull/zip utility.
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Net Launcher: EMP/arc or cryo net for crowd control.
Software Cores (one active)
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Emotion Core: morale auras; NPCs react to stance (Intimidate/Inspire).
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Targeting AI: +VATS crit window, slows time on perfect release.
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Logistics OS: carry, salvage yield, quick-deploy camps.
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Stealth Suite: footprint muffling, thermal scrubbing, decoy ghosts.
5) Integrated Weapon Systems (examples)
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Gauss Lance (AEON/Lancer) — charge beam; pierces; perfect-release crits.
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Rail Pile-Driver (Leviathan/Quarry) — breaching melee that breaks cover.
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Arc Net Projector — immobilize groups; overcharge to chain.
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Flamestorm Cone (Phoenix) — stacks Scorch; ignites oil traps.
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Cryo Jet — freezes pools; shatter bonus on melee.
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Laser PD Grid — shoots down grenades/rockets.
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Mono-Chainblade — high bleed; stance cancels.
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Plasma Bolter — superheated bolts; splash burn.
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Shoulder Howitzer — manual-rangefinder artillery; loud; attracts.
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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
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Arctic: cryo seals, anti-slip greaves, thermal HUD.
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Desert: dust filters, solar overcharge, heat mirage cloak.
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Radiant: lead-lined plates, rad siphon (rad → shield).
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Abyssal: pressure braced, sonar HUD, aquatic jets.
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Urban: sound-dampeners, grapple boost, graffiti camo.
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Volcanic: magma boots, extreme heat baffles; weak to cryo.
7) Progression, Crafting & Rarity
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Blueprint Tracks: Frame → Reactor → Hardpoints → Software → Cosmetic.
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Acquisition Loops: Schematic recovery, boss drops, faction rep, Forge contracts.
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Materials: Ceramalloy plating, Memory-steel, Synth-fiber, Micro-lenses, Coolant gel, Quantum dust.
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Rarity: Common → Rare → Epic → Legendary (affix) (e.g., “Unyielding: +DR under 30% HP”).
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Maintenance: Wear & tear by environment; misfit parts cost extra ENE/CAP.
8) Balance & Counters (so suits don’t trivialize the game)
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EMP/Arc counters stealth/AEON; Cryo counters Phoenix; HEAT counters Cryo kits.
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Acid/Corrode eats Warden plating; Pierce bypasses Leviathan segments.
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Noise/Signature pulls patrols—Specter avoids, Leviathan invites.
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Overheat/Overdraw soft-cap spam; coolant & discipline matter.
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Weight/Power Budget forces trade-offs: you can’t run everything at once.
9) Sample Endgame Builds
“Bastion Breaker” (Warden Mk II + Breeder Micropile)
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Kit: Shield Projector, Micro-Mortar, Exo-Sinew, Ceramalloy, Gravelock, Med-Gel, Logistics OS.
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Loop: Anchor → Projector → Mortar → Bash chains; holds lanes for squad.
“Ghostknife” (Specter Chameleon + Kinetic Flywheel)
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Kit: Ghost-Lattice, Mono-Foreblade, Stealth Suite, Gyro-Knees, Grapple, Net Launcher.
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Loop: Sprint/parkour to charge; silent takedowns; decoy ghosts mislead heavies.
“Thunderstep” (Valkyrie + Solar Arc Caps)
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Kit: Spring-Jacks, Missile Rack, Arc-Welder, Thermal Baffles, Targeting AI.
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Loop: Hover → mark → dash slam → missile cleanup; heat management mini-game.
10) Faction & Quest Hooks
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Kreel’s Forge Trials (Phoenix/Aeon unlocks): arena waves where overheat is the puzzle; win cores & blueprints.
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Hidden Vault X-21 (Specter/Oracle lines): solve ghost recordings to reconstruct the “Echo” variant.
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The Siege of Blackgate Quarry (Leviathan/Quarry): breach drills vs fortified raiders; rail pile-driver pieces.
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Nomad Caravans (Trailsmith/Wayfarer): reputation unlocks field-forge & logistics OS upgrades.
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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)
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Shiverglass: +cryo dmg; hits add brittle stacks; -heat resist.
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Sunwrought: Phoenix overdrive ignites shield on break; weak to water.
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Gravemind: AEON learns enemy patterns (parry window grows per encounter).
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Catapult: Valkyrie jumps gain brief invuln; landing shockwave radius+.
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Iron Chorus: Warden taunt amplifies ally reload/DR for 5s.
13) Cosmetic & Identity (immersion)
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Faction Skins: Forge-black, Warpath ochre, Nomad sand, Ranger slate, Leviathan hazard striping, AEON halo blue.
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Wear States: Factory Fresh → Scarred → Field-Repaired → Battle Relic (emissive cracks, patched plates).
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Audio Personalities (AEON/Emotion Core): Witty, Soldier, Nurturer, Loner—affect quips, ally morale ticks.
14) Damage, Heat, and Power — Lightweight Combat Math
Notation:
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Incoming shot packet =
{type, base_dmg, tags}
wheretype ∈ {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
Overheat & Performance Curves
Power Budget & Attachment Throttling
Status Stacks (examples)
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Scorch: up to 10 stacks; each = +1.5% fire DoT for 6s; Phoenix “Ashborn” converts last 20% of Scorch into shield.
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Brittle: cryo hits add stacks that increase ballistic PEN by +2 per stack (max 6).
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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)
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T1: Bracing (+15% stagger resist), Ceramalloy Lattice (+8 ballistic DEF)
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T2: Anchored Barrage (Mortar reload -20% while stationary), Kinetic Redirect (block cone feeds HEAT→shield)
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T3: Siege Aegis (Shield Projector gains reflect vs. small arms), Bulwark Roar (taunt pulse adds Suppression)
SPECTER (Stealth/Assassination)
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T1: Servo Whisper (-25% footfall), Cold Sink (+cryo resist)
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T2: Ghost Window (1.0s cloak on kill), Holo-Echo (deploy ghost that replays last 5s path)
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T3: Glass Knife (+50% backstab crit), Phase Feint (dodge grants iframe 0.3s; +4s cooldown)
VALKYRIE (Aerial Skirmisher)
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T1: Knee Gyros (+ADS move), Landing Springs (-fall dmg, +AoE)
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T2: Hover Discipline (-HEAT while aiming mid-air), Vector Dash (+12m dash; adds Shock on land)
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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
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Quarry Sappers (anti-Warden): Acid gel launchers that stack Corrode (erodes Ceramalloy DR by 20% over 10s).
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Null Priests (anti-AEON): Arc staves emit cone EMP; chant creates 4s AI desync (no Software Core).
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Larks (anti-Valkyrie): Zipline marksmen with tether harpoons; bonus dmg to airborne.
Synth/Robot Types
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White Chorus (your synth faction):
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Tenors: shield-link network; break one to crash the ring.
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Altos: cryo needles implant Brittle.
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Bass: drum-EMP shockwaves every 8s—telegraphed stomp.
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Doomsday Walkers: timer glow; AEON can hack to “fake explode” (decoy) per §18.
Creatures
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Frostmaw Behemoth: Chill aura (passive Brittle gain); telegraphs shoulder dip before ice breath.
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Rad Seraphs: Flying; emit Rad cones that shrink max HP; Ranger kits excel here.
17) Encounter Tiles & Setpieces (plug-and-play)
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Blackgate Siege Lane: Three lanes with destructible cover; Leviathan breaches a bunker while Specter flanks via vents; objective timers tied to Warden taunt windows.
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Desert Solar Farm: Phoenix kits overcharge by day; at night, Chameleon Specter dominates. Patrol pathing reacts to SIG—noisy builds pull reinforcements dynamically.
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Vault X-21 Ghost Trial: Holo-echo puzzles—mirror your recorded movements to open gates; failure spawns White Chorus ambush.
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Skybridge Ambuscade: Valkyrie must air-dash between cranes while Larks harpoon; falling crates create dynamic cover/danger.
18) Co-op Synergy Playbooks
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“Thunder Bastion” (Warden + Valkyrie): Warden projects wall; Valkyrie jet-hops behind it to charge Solar Caps safely; synchronized ground-pound → missile swarm.
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“Silent Freight” (Specter + Nomad): Specter marks patrols; Nomad deploys shield drone and traps; chain takedowns while drone hum baits stragglers.
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“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
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Core Band: HEAT bar (ticks), ENE readout, Live_CAP dial (color shifts when throttling), SIG meter.
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Status Rail: Scorch/Brittle/EMP stacks with timers.
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Hardpoint Carousel: Shoulder/Wrist cooldowns; priority drag-and-drop to reorder throttling.
Quick Toggles (hold-backpack key)
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Silent Mode: caps ENE draw; disables noisy/bright attachments.
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Siege Mode: locks knees; +DR; activates point-defense if installed.
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Overdrive: reactor-specific burst (e.g., Prism: 5s perfect stability; Flywheel: 8s 200% melee).
Controller Mapping
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Tap dodge = sidestep; Hold + direction = Phase Feint (Specter).
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Mid-air + melee = Valkyrie finisher.
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L3 (press) = suit stance cycle (Mobile → Standard → Braced).
20) Audio & VFX Identity (readability + style)
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Warden: Heavy servo thrum, low brass stingers on taunt; shield projector casts thick refracted slab with micro-cracks under fire.
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Specter: Servo hiss fades; cloak shimmer pulls colors inward; kills whisper a short detuned chime.
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Valkyrie: Jet-spool whine, sonic “pop” on ground-pound; contrails that widen with HEAT.
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AEON: Voice print by personality (Witty, Soldier, Nurturer, Loner); contextual callouts (“Parry left… now!”) driven by Oracle predictions.
21) Crafting Loops, Materials & Benches
Materials
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Ceramalloy Plates, Memory-Steel Frames, Synth-Fiber Weaves, Micro-Lenses, Coolant Gel, Quantum Dust, Rad-Glass, Chameleon Lamina.
Benches
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Forge Bench (Nomad / settlements): Armor plates, basic hardpoints.
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Nanofab (Vault/High-tech): Software cores, optics, AEON modules.
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Reactor Bay: Swap cores, tune overdrive curves; risk tests (small chance of fault perks).
Schematic Tiers
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Field Notes → Prototype → Production → Legendary Frame
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Field Notes drop from elite soldiers and puzzle caches; Prototype from setpieces; Legendary via questlines/raids.
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22) Economy, Vendors & Reputation
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Kreel’s Forge Contracts: Timed bounties awarding Phoenix/AEON parts; higher difficulty = overdrive blueprints.
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Nomad Caravans: Sell Field Notes, buy scrap at a bonus; reputation unlocks Logistics OS+.
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Warpath Trials: Long-range skill checks for Ranger optics; fail states still grant salvage but downgrade rolls.
Dynamic Pricing
23) Legendary Affixes (expanded roll table)
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Meteor Core (reactor): Overdrive creates a brief flame shield and +50% stagger resist; -cryo resist.
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Snowblind Paneling (armor): Taking cryo dmg grants 3s invis shimmer (Specter synergy).
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Pinwheel (mobility): Dashes grant 10% ENE back (Flywheel synergy).
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Grav Anchor (Warden): Standing still for 2s grants 20% DR and reflects 10% ballistic.
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Choirbreaker (AEON): EMP on you emits a 1-pulse disrupt that stuns drones 1.5s.
24) Accessibility & Difficulty Scaling
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Combat Assist: Wider parry windows, stronger telegraphs, reduced HEAT penalty.
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Visual Modes: High-contrast outlines by damage type; color-agnostic icons for status (shape-coded).
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Tactical Pause (optional): Brief slow-time radial wheel to re-prioritize throttling, swap OS presets.
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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)
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Logged per fight: Avg HEAT, time spent >80 HEAT, % damage blocked by Warden wall, stealth uptime (Specter), airborne time (Valkyrie), # of PD Grid interceptions.
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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)
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
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Contract Briefing (Forge): Timer mission: collect 3 Rad-Glass from volcanic vents (Phoenix overheat mini-game).
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Echo Gate (X-21 perimeter): Solve a holo-path puzzle—Specter “Echo” variant records your moves; repeat them precisely while dodging patrols.
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Chorus Bass Duel: Elite Bass unit with stomp-EMP; use cover to bait the stomp, then Phoenix flamestorm to break the tenor ring.
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Core Vault: Reactor Bay minigame—balance coolant while ramping heat to sync the prototype.
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Reward: Phoenix “Ashborn” blueprint + Snowblind Paneling roll chance. Follow-up contracts unlock Sunsting solar capacitors.
28) Content Hooks You Can Keep Extending
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Ghost Suit System: Add “Memory Echo Hunts”—defeat a boss, then fight its recorded ghost later for unique affixes.
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Chameleon Tree: Environmental cloaks that favor biomes (urban spray camo vs. desert mirage).
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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)
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Identity: Pressure-rated, sonar mapping, zero-visibility combat.
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Passives: Abyssal Seal (auto-seal leaks, -50% water ingress), Laminar Flow (+swim speed, silent fins).
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Variants:
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Mariner “Bathys” — Dual ballast jets; vortex pull that drags enemies off piers.
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Mariner “Trenchlight” — Cone sonar that paints weak points through silt; torpedo wrist tubes.
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Mariner “Brineguard” — Corrosion-proof plates; chemical neutralizer cloud.
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Tempest-class (Weather-reactive / field control)
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Identity: Conductive lattice that harnesses storms, sand, and snow.
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Passives: Stormbind (ambient weather adds ENE trickle), Ion Stator (lightning proximity → charge stacks).
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Variants:
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Tempest “Monsoon” — Rain siphon: water jets + slip hazard creation.
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Tempest “Thunderhead” — Lightning rod shoulder spike; chain arcs on mark.
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Tempest “Whiteout” — Snow shroud: vision scrambler to enemies; cryo bursts on sprint stop.
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Burrower-class (Subterrain / engineering breach)
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Identity: Micro-mole thrusters, ground radar, tunnel warfare.
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Passives: Seismic Sense (footstep sonar), Crush Frame (rubble immunity, +carry).
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Variants:
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Burrower “Molerat” — Short tunnel digs; pop-up ambush melee.
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Burrower “Breaker” — Rotary rock-cutter torso; opens flank routes in concrete.
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Burrower “Prospector” — Ore scanner; doubles salvage yield from veins.
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Archivist-class (Scanning / repair & reclamation)
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Identity: Forensic optics, code archeology, combat triage.
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Passives: Telemetry Cache (auto-log enemy resist profiles), Patch-Weave (passive plate mend over time).
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Variants:
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Archivist “Curator” — Snapshot field: freezes debris for safe traversal.
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Archivist “Docent” — Remote repair beam to allies; stabilizes reactors mid-fight.
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Archivist “Sextant” — Long-range survey HUD; marks loot densities & hidden vault panels.
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30) Advanced Traversal Systems (new verbs)
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Hydro-Jets (Mariner): 2-stage burst for vertical breaches; water surface skip move.
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Electro-Glide (Tempest): Ride power lines and storm cables; jump gaps by arcing.
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Micro-Tunnels (Burrower): Create 1-way crawl-spaces; collapse behind to split patrols.
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Kinematic Rappel (All-class mod): Anchor + pendulum swing with mid-air re-anchor.
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Debris Surf (Archivist): Solidify falling rubble into temporary platforms (3s).
31) Malfunctions, Contaminants & Field Repairs
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Failure Tracks: Hydraulics (mobility debuff), Optics (scope sway), Plating (DR holes), Reactor (overdraw spikes).
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Contaminants: Salt-Corrode (maritime), Dust-silica (desert intake clog), Cryo-fracture (micro-cracks), Rad-pitting.
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Field Repair Kit (1.5s): Stabilizes one track for 10 min; permanent fix at bench.
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Emergency Bypass: Overdrive with risk: 15% chance to push damage to another subsystem.
32) Law, Permits & Settlement Enforcement
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Power Frame Licenses: Tiered permits (C, B, A, X). Heavy weapons locked behind A/X in major hubs.
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Gate Scanners: Detect SIG (EM/thermal/acoustic) separately; stealth builds spoof one channel, not all.
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Contraband Flags: Unauthorized Tempest rods and Burrower cutters trigger fines or bounty escalation.
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Diplomatic Placard (rare): Temporarily exempts checks for faction emissary runs.
33) Black-Market Overclocks (high-risk, high-reward)
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Counterfeit Prism: +ENE cap but random phase flicker (0.2s input drop).
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Wet-Core Hack (Mariner): Run reactor “open loop” in water = huge power, corrosion ticks afterward.
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Sandblast Port (Tempest): Storm vacuum doubles intake → chance of turbine jam on dry days.
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Heat-Braid Wiring: +CAP headroom; +25% fire susceptibility.
34) Emotion/AI Core Social Systems (AEON & friends)
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Trust Bands: Cautious → Cooperative → Symbiotic. Dialogue branches unlock tactical callouts, shared cooldowns, and “advice interrupts” (AI pauses your reload to parry on cue).
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Personality Mods:
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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)
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 Crane → Rail Sled Link → Foundry Line → Ablator Press → Forge 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
, wheretier_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:
-
Sort by criticality (reactor faults > plate breaks > optics drift).
-
Fit by bay compatibility (env ratings, weight class).
-
Assign by tech proficiency and queue age.
-
-
Pseudocode
-
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)
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.
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Input Aids: Crane auto-stabilize toggle; larger click targets in queue board; high-contrast blueprint lines.
92) Economy Loops & Depreciation
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Asset Wear: Each swap adds 0.2–0.6% wear to gantries; overhaul at 100% (downtime).
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Depreciation: Suits stored >14 days lose 1% sale value/week unless displayed in Prestige Bay.
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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)
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Monsoon Week: Dry Docks process +30% faster; Storm Cages risk Backwash unless Spire II.
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Blackout Drill: Citywide shed—Flywheel Halls shine; complete targets for Grid Ally title.
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Trade Jubilee: Vendors waive permit checks for 24h; theft risk +20% unless Guard Post.
95) Titles, Plaques & Prestige
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Grid Ally — completed Blackout Drill without job loss.
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Saltless Wonder — 30 consecutive Mariner jobs with zero salt-corrode.
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Lightning Tamer — charged a mega-capacitor during Stormfront.
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Paper Saint — passed three Surprise Gold Audits.
96) Faction Integration Hooks
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Warpath Stewardship: Hangar blessed → +inspection freq, −smuggler activity.
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Chorus Exchange: AEON Vault insights daily if EM noise < threshold.
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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):
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Plater (MECH, MAT): armor geometry, joints, ablator stacks.
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Reactor Tech (ELEC, THRM): core tuning, overdrive curves, isolation.
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Optic-Smith (PHOT, SENS): scopes, targeting, photonic skins.
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Weatherer (ATM, ARC): storm capture, grounding, ion control.
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Diver (HYD, CORR): wet seals, pressure, anti-corrode chemistry.
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Seismologist (SEIS, STRC): tunnel loads, dampers, collapse math.
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AEON Architect (AI, HCI): software cores, intent models, safety rails.
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Materials Scientist (MAT, CHEM): metamaterials, gels, weaves.
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Biomech Engineer (BIO, THRM): bio-thermic reactors, heat sinks.
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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):
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Cleanroom Fanatic: −20% contamination chance in optics builds.
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Cold-Hand Calibrator: +10% cryo tolerance on prototypes.
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Storm Whisperer: +15% ion capture efficiency in storms.
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Plate Whisperer: −10% plate misalignment on tank lines.
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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)
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Metaplating Foundry: crumple layers, graded hardness plates (Tank).
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Microfluidics Cold Lab: capillary coolers, phase-change channels (Energy/Heat).
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Photonic Skin Studio: mirror skins, emissivity control (Stealth/Optics).
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Storm Harness Bay: ion rods, grounding crowns (Weather).
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Pressure & Brine Cell: wet seals, anti-salt chemistry (Aquatic).
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Seismic Bench: resonance maps, strata tests (Subterrain).
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AEON Cognition Suite (air-gapped): core logic, parry prediction, ethics testbeds (AI).
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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)
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Proposal (choose tags, set risk slider 0–3).
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Experiment Series (3–6 benches; consumes mats; rolls incidents).
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Prototype Build (functional but fragile).
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Field Trial (mission with KPIs; generates datapacks).
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Peer Review (internal board; produce Prestige & patent).
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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)
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Microchannel Cold-Weave: Torso insert; purge 60 HEAT once/20s; +5% cryo vuln. (Microfluidics, THRM)
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Photonic Mirror-Skin: Helmet overlay; −thermal SIG 30%, +laser dmg taken 10%. (Photonic, Stealth)
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Crush-Crumple Layer: Plate sub-stack; halves concussive splash; −2% mobility. (Metaplating, Tank)
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Ion-Exchanger Coil: Backpack; converts lightning near-misses → +ENE burst; arcs risk nearby allies. (Storm, Energy)
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Vacuum Gap Insulator: Arm cuff; superb heat block; brittle to sonic. (Materials, THRM)
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Thermoacoustic Cooler: Leg insert; HEAT drains while moving; sonic signature up. (THRM, Sonic)
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Electro-Permanent Latches: Quick-swap hardpoints (−50% install time); EMP downtime on failure. (ELEC, QA)
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Hygroscopic Cloak: Desert stealth; absorbs vapor to blur IR; adds weight when saturated. (Stealth, Atmos)
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Piezo Recovery Mesh: Converts recoil to shield trickle; +recoil. (Energy, Mech)
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Rad-Sink Glass: Torso lining; rad → overshield trickle; brittle vs. ballistic. (RAD, Materials)
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Seismo-Slip Boots: Reduce “Slip” terrain; noise +5. (SEIS, Mobility)
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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)
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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.
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Marina Cortez (AEON Architect) — Ethics-first; perk Incident Sleuth; pushes for consent tokens.
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Koji Arai (Optic-Smith) — Mirror-Skin maestro; hates dust; requests Clean Cell II.
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“Diver” Nyambe (Biomech/Diver) — Brine chemistry savant; trait Mentor Heart; trains apprentices.
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Klara Haldane (Seismologist) — Resonance maps; perk Model-Based Design; unlocks Seismo-Slip Boots.
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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
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Whiteboard Jam (daily): cross-lab stand-up → +Insight points; a random rival gets jealous (morale coinflip).
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Peer Tokens: spend to lower incident chance by 10% or bank for Prestige.
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Cite or Compete: publish early (Prestige now) vs. hold (higher transfer yield later).
104) Field Research Contracts (data you need)
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“Ride the Spine” — Tempest team rides a lightning array; collect ion spectra (unlock Ion-Exchanger).
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“Black Brine” — Mariner samples abyssal vents; yields anti-corrode reagents.
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“Quiet Stones” — Burrower plants geophones; map tunnel resonance for Strata buffs.
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“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)
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Consent Tokens: required for neuro-assist trials; skipping → Ethics Debt (vendor and companion mood hits).
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Red Lines: no live-memory grafts, no ghost mimicry without opt-in.
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Kill Switch: AEON cores require a two-key failsafe during risky tests.
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Safety Debt: incidents add debt; pay down via training, SOP upgrades, or fines.
106) Espionage, Sabotage & Countermeasures
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Vectors: counterfeit parts, firmware backdoors, lab fires, brine in coolant.
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Detections: EM speckle patterns (find ghost gear), dye-pack honeypots (tag thieves), chain-of-custody diffs (see §90).
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Counterplay: rotate stock, randomized bench order, staff loyalty scenes (mini-quests).
107) Patents, Publications & Prestige
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Patent Families: each new family unlocks a vendor price bump and a Forge Brand perk tag for serviced suits.
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Journal Cycle: publish → get Prestige → unlock grant tiers (see §113).
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Replication Bonus: if another facility reproduces your result, double Prestige and minor global buff for the tech line.
108) Training & Apprenticeship Loops
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Mentor Benches: pair Senior + Apprentice → siphon 5% mentor time for +XP gain.
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Cert Paths: Wet-Seal I/II, Faraday I/II, Clean Cell I/II, Reactor Isolation, Rescue Diver.
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Sim Lab: VR replay of recent failures; reduces incident chance of the same type by 30% for 48h.
109) Morale, Burnout & Shifts
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Morale 0–100: affected by wins, incidents, inspections, crunch.
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Burnout: if overtime >2 days/week without lounge or rotation, −skill checks, +incident risk.
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Union Actions: if morale <25 for 3 days, staff may strike; resolve with pay, rest, or leadership beats.
110) Narrative Questlines (staff-centric)
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“The Melt Curve” — Voss vs. Donnelly on ablator temps; choose rigor or speed; affects Crumple Layer stats.
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“Echo Cry” — AEON trial skirts ethics; side with Marina for safer but slower Neuro-Assist.
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“Borrowed Storms” — Tenzin negotiates with Tempest zealots for access to a sacred spire.
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“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)
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Kanban Columns: Proposed → Benches → Proto → Field → Review → Transfer.
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Risk Slider + Telemetry: show predicted success/incident bars that update with staffing changes.
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Peer Panel: drag in reviewers for −incident and +Prestige.
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Debts Row: Ethics, Safety, Contamination—hover for consequences and clear paths.
113) Budgets, Grants & Sponsors
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Grant Tiers: City (small, fast), Guild (medium, requires audits), Forge Foundation (large, tied to patents).
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Sponsorships: vendors fund a line (e.g., Photonic Skin) in exchange for timed exclusivity or watermark skins.
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CapEx vs. OpEx: choose to buy benches (lower OpEx) or lease (higher OpEx, easier upgrades).
114) Cross-Faction Knowledge Exchanges
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Warpath Runes: structural pattern lore → +5% plate integrity if you embed runic ribs.
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White Chorus Harmonics: spectral data → +parry prediction on AEON (lore gate).
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Nomad Supply Hacks: alternate scrap flows → −10% rare mat cost for prototypes.
115) Random Research Events (good, bad, weird)
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Eureka Burst: +1 free success on the next bench step.
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False Positive: Prototype passes lab, fails field (−Prestige unless disclosed).
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Replication Crisis: peer lab can’t reproduce—choose transparency (Prestige later) or bury (risk).
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Dirty Power: surge scrambles readings; rerun or accept −accuracy flag.
116) Prototype Tiers & Failure Modes
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Alpha (bench-safe): halved stats, no field durability.
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Beta (field-able): 80% stats, 2× wear.
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RC (release candidate): full stats, rare “quirk” roll (fun affix or flaw).
Failures: Delaminate (plate stack slides), **Vapor-Lock
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