Here’s how a Weaponsmith and Gunsmith mode could work for Fallout 5’s workstations:
Weaponsmith Mode
This would focus on melee, improvised, and hybrid weapons. It’s the more “scrappy wastelander” side of crafting.
-
Categories: blades, blunt weapons, polearms, thrown weapons, traps, melee hybrids (e.g., a spear with a built-in taser).
-
Customization: swap out grips, blades, spikes, and add salvage parts like gears, pipes, or bone.
-
Special Perks:
-
Weaponsmith Apprentice → can craft basic mods like weighted grips.
-
Weaponsmith Journeyman → add elemental effects (fire, acid, electric).
-
Weaponsmith Master → combine multiple materials for unique looks and stat boosts.
-
Gunsmith Mode
This would focus on firearms, energy weapons, and modular attachments.
-
Categories: pistols, rifles, shotguns, heavy weapons, energy weapons.
-
Customization: barrels, stocks, scopes, magazines, calibers, internal mods (cooling cells, overclocked capacitors).
-
Special Perks:
-
Gunsmith Apprentice → adjust recoil, craft suppressors, extend mags.
-
Gunsmith Journeyman → convert calibers, create unique ammo types.
-
Gunsmith Master → blueprint-level control (design your own receivers, hybrid weapons like plasma shotguns).
-
Shared System Features
-
Workbench UI Upgrade: instead of just attaching mods, players could see exploded weapon diagrams with drag-and-drop parts.
-
Skill Tree Tie-In: tied into Science!, Engineering, and Blacksmithing perks depending on melee vs ranged.
-
Economy & Scavenging: rare mods and schematics could only be found in hidden labs, Vaults, or scavenger caches.
-
Faction Styles: Raiders might create jagged spiked guns; Brotherhood would refine energy weapons; Settlers improvise farm tool hybrids.
This system would make crafting a core part of identity and roleplay—a Raider’s jagged spiked rifle feels totally different than a Brotherhood plasma rifle, even if both started as the same base gun.
Fallout 5 Weaponsmith & Gunsmith Workstation Mode
1. Philosophy of the System
The idea is to move beyond basic modding (like Fallout 4’s scopes, barrels, and stocks) into a true simulation of post-apocalyptic craftsmanship.
-
Weaponsmith represents raw survival ingenuity: turning junk into brutal melee tools.
-
Gunsmith represents technical mastery: refining firearms into modular instruments of destruction.
This system would feel like a fusion of Skyrim’s Blacksmithing skill tree with Fallout’s weapon modding, but deeper and more roleplay-driven.
2. Weaponsmith Mode: The Art of Improvised Carnage
Core Features
-
Material System: players collect different salvaged materials (metal scraps, bones, polymers, pre-war alloys). Each has weight, durability, and style effects.
-
Weapon Frames: every melee weapon has a base frame (blade, blunt, polearm, chain, whip, trap). Frames dictate animations.
-
Fusion Builds: weld or combine two categories (example: axe + chain → chained cleaver; polearm + taser → shock-spear).
Example Weaponsmith Builds
-
Scrap Sawblade Axe: Rusted saw blades bolted to a wrench handle.
-
Bone Reaper: Super mutant femur reinforced with steel rods.
-
Electro-Sledge: A sledgehammer with a salvaged car battery wired into the head.
-
Trap Staff: Polearm tipped with frag grenades that detonate on impact.
3. Gunsmith Mode: The Science of Firepower
Core Features
-
Receiver Blueprints: the heart of the weapon; determines caliber and ammo type.
-
Attachment Layers: stocks, barrels, magazines, optics, triggers, underbarrel mods (grenade launchers, bayonets).
-
Energy Weapon Overclocking: players can modify cooling systems, capacitors, and frequency modulators.
Example Gunsmith Builds
-
Pipe SMG Refit: A simple pipe gun converted into a compact 9mm SMG with folding stock.
-
Brotherhood Plasma Rifle Mk II: Custom coils, overcharged capacitor, stabilized barrel.
-
Wastelander Rail Shotgun: Railway spikes used as shotgun slugs with explosive tips.
-
Modular Energy Pistol: Switch between laser and plasma output via interchangeable capacitors.
4. Workstation UI & Player Flow
Weaponsmith Workbench
-
Diagram of the melee weapon frame.
-
Drag-and-drop slots for blade, grip, reinforcement, add-ons (spikes, batteries, weighted cores).
-
Preview model updates in real time.
Gunsmith Workbench
-
Exploded-view diagrams similar to CAD software.
-
Select receiver → choose caliber → add barrel → add stock → add scope → optional underbarrel mod.
-
Dynamic stat screen shows DPS, recoil, durability, ammo economy, and factional “style” influence.
5. Progression & Perk Trees
Weaponsmith Perks
-
Scrap Brawler → basic reinforcement.
-
Elemental Forge → apply elemental damage.
-
Master Weaponsmith → unlock hybrid frames & rare materials.
Gunsmith Perks
-
Ballistics Apprentice → simple recoil mods & suppressors.
-
Experimental Engineer → ammo conversions, hybrid energy mods.
-
Master Gunsmith → blueprint crafting, faction-exclusive designs.
6. Integration With the World
-
Faction Identity:
-
Raiders → spiked, cruel weapons.
-
Brotherhood → polished energy weapons.
-
Settlers → jury-rigged practical tools.
-
Enclave → high-tech prototypes.
-
-
Scavenging & Economy:
-
Rare parts found in Vault armories, abandoned labs, crashed Vertibirds.
-
NPC weaponsmiths/gunsmiths sell unique blueprints or teach crafting methods.
-
-
Roleplay & Immersion:
-
A Raider who survives on brutality leans on Weaponsmith.
-
A Brotherhood loyalist thrives in Gunsmith engineering.
-
A lone wanderer might mix both, symbolizing adaptability.
-
7. Endgame Possibilities
-
Legendary Forging: combine rare blueprints + unique materials to create named weapons.
-
Experimental Hybrids: weapons that break the mold (e.g., flamethrower-axe, plasma spear).
-
Settlement Workshops: build a community armory where settlers craft weapons based on your unlocked blueprints.
🔥 This system would make Fallout 5 feel more personal and replayable, because every wastelander’s arsenal becomes a direct reflection of their playstyle and choices.
Fallout 5 Weaponsmith & Gunsmith System (Expanded Design Document)
1. Core Identity of the System
This mode isn’t just a crafting upgrade — it’s about giving the player ownership over their arsenal. In Fallout 4, weapons felt modular but often homogenized. Fallout 5 should fix that by ensuring every crafted weapon feels like a signature extension of your character’s story.
-
Weaponsmith = Survivalist ingenuity, brutality, and improvisation.
-
Gunsmith = Precision, engineering mastery, and modular design.
-
Together = The wasteland’s evolving arms race.
2. Weaponsmith Mode: Forging the Wasteland
Crafting Layers
-
Frames – Base type: blunt, blade, polearm, chain/whip, trap.
-
Cores – Weighted metal rods, batteries, chemical canisters.
-
Edges/Heads – Saw blades, axes, spiked scrap, sharpened bone.
-
Reinforcements – Barbed wire, plating, stabilizers.
-
Style Mods – Raider spikes, tribal carvings, Brotherhood polish.
Special Features
-
Durability Factor – crude weapons degrade faster but hit harder.
-
Elemental Mods – fire canisters, acid flasks, shock wires.
-
Combo Weapons – e.g., a spear tipped with a molotov bottle for fire bursts.
Examples
-
Jagged Rebar Club → Rusted rebar with welded blades.
-
Shock Pike → Car battery strapped to a spear.
-
Bonecrusher Maul → Super mutant skull as a hammerhead.
3. Gunsmith Mode: Precision and Firepower
Crafting Layers
-
Receiver – Determines caliber, ammo type, firing style (semi, auto, burst).
-
Barrels – Short, long, rifled, plasma-cooled, railgun charged.
-
Stocks/Grips – Pistol grip, folding stock, precision stock.
-
Magazines – Quick reload, extended drum, energy cells.
-
Attachments – Scopes, silencers, bipods, bayonets, grenade launchers.
Advanced Gunsmith Features
-
Ammo Conversions – swap calibers (e.g., .45 → 5.56).
-
Hybrid Energy Tech – modify laser pistols into plasma-capable sidearms.
-
Cooling & Overclocking – risk/reward system for energy weapons (more DPS vs chance of overheating).
Examples
-
Settler Long-Rifle → Pipe gun refit with hunting stock and scope.
-
Raider Drum-Shotgun → Sawed-off shotgun with extended magazine.
-
Brotherhood Rail Sniper → Coil-charged barrel, stabilized stock.
-
Enclave Prototype Blaster → Overclocked capacitor with auto-fire mode.
4. Economy & Survival Loop
-
Material Economy:
-
Scrap metals, alloys, polymers, wiring, batteries, gunpowder.
-
Rare drops: pre-war alloys, military-grade schematics, Vault-tech composites.
-
-
Survival Integration:
-
Melee weapons degrade unless maintained.
-
Energy weapons require coolant packs or capacitor replacements.
-
Ammunition crafting tied to Gunsmith workbenches (reload stations).
-
-
Settlement Role:
-
Assign settlers as apprentice smiths → they produce low-tier gear.
-
Upgrade your workshop to unlock higher-tier parts.
-
Create armories that stockpile crafted weapons for defense events.
-
5. Progression & Perk Trees
Weaponsmith Tree
-
Tinker – Reinforce basic weapons (pipe, wood, bone).
-
Scrap Forge – Unlock elemental mods and hybrid frames.
-
Wasteland Blacksmith – Unique melee blueprints (chainsaws, buzz-axes).
-
Legendary Artisan – Craft one-of-a-kind melee artifacts.
Gunsmith Tree
-
Ballistic Apprentice – Recoil mods, suppressors, extended mags.
-
Field Engineer – Caliber conversions, experimental ammo.
-
Energy Technician – Energy weapon mods, capacitor tuning.
-
Master Gunsmith – Fully modular blueprints + legendary schematics.
6. Faction Flavor
Weaponsmith/Gunsmith workbenches should reflect the culture of each faction:
-
Raiders – Crude, vicious, intimidation-first. Their workbenches covered in graffiti and blood.
-
Brotherhood of Steel – Clean, military precision. Energy benches with glowing capacitor cores.
-
Enclave – Prototype labs with advanced schematics locked behind terminals.
-
Settlers/Miners – Practical workbenches with tools from farms and mines repurposed.
-
Synth/Institute Survivors – White sterilized benches, nanotech upgrades, digital schematics.
7. Endgame Depth
-
Signature Weapons: Create a custom-named weapon line (like “Poe’s Breaker Series”) that evolves as you improve it.
-
Blueprint Trading: NPC smiths may exchange rare schematics.
-
Faction Specials: Join the Brotherhood → exclusive energy blueprints. Ally with Raiders → brutal hybrid melee frames.
-
Legendary Smith Quests: unlock one-off crafting quests for mythic weapons (e.g., Forge a plasma-broadsword using Vault X-21’s energy core).
8. Player Experience Goals
-
Every weapon feels like a story in itself.
-
Replayability through different smithing paths.
-
Deep integration into settlements and factions.
-
A true wasteland identity system: your weapons reflect your character’s choices.
⚡️ This system could turn Fallout 5’s crafting from a menu chore into a player-driven saga of innovation, where every fight tells the story of what you built, reforged, or scavenged.
No comments:
Post a Comment