Side Story: “Factory Zero — The Walkers of Countdown Row”
Elevator Pitch
Across the Wasteland, thin-legged “Doomsday” bots randomly wake, shamble out of hidden hatches, lock onto nearby life, and explode like super-mutant suiciders—only colder, smarter, and sometimes on a timer. Track their origin, survive escalating roaming events, and decide whether to shut the factory down, reroute it, or weaponize it.
Worldseed & Lore Hooks
Old-World Program: “Project CONTANGO”—a fail-safe network of micro-foundries that assemble disposable patrol bots from scrap streams. After the war, a scheduler bug causes random activations.
Ghost Foreman: A maintenance AI (“Yardmaster-7”) stuck in an optimization loop keeps “meeting quota” with no humans left to report to.
Rumors: Settlers tell of metal walkers that tick, caravans report vanishing roads, and a ham-radio operator logs burst beacons before each detonation.
How They Work (In-World)
Self-Manufacturing Loop: Auto-fab lines ingest salvage → print a chassis → fit a cheap motive core → flash a simple pursuit/detonation routine. Defects create quirky variants.
Random Activation: Distributed timers + corrupted job queue = sporadic world spawns from vents, culverts, collapsed storefronts.
Behavior Kernel: “See organic heat → pursue → hold until proximity or timer → detonate.”
Encounter Design
Core Behaviors (State Machine)
Dormant: Power-save; emits faint carrier ping every 10–15s.
Acquire: Detects heat/sound within radius; locks; beeps ramp.
Chase: Pathfinds; stumbles over debris; can trip and re-route.
Wind-Up: Lights shift (green→amber→red); audio pitch rises.
Detonate: Big blast, shrapnel cone forward; chain reactions possible.
Fail-Safe (Player Window): Brief interruptible period (EMP/jam/overload vent).
Tuning knobs (gamey, not real world):
Detection 12–20m; Move 3.5–5.0 m/s; Wind-up 1.2–2.5s; Blast radius tiers: 6m / 9m / 12m.
Variants in the Wild
Ticker (Timer): Visible countdown sleeve; ignores distance; threatens area denial.
Hound (Sprinter): Faster, lighter blast; howls a modem-like screech when close.
Bulwark (Armored): Slow, heavy plating; wider radius; louder telegraph.
Decoy: Emits beeps/lights, no payload—draws fire; spawns a hidden Hound.
Cluster: Splits into 3 micro-skitters at 20% HP; each has tiny pop.
Sleeper: Appears as junk pile; stands when stepped near.
Telegraph & Counterplay
Light Codes: Green (idle), Amber (you’re tagged), Red (imminent).
Audio: Beep interval shortens under 5m; distinct “charge whine” in wind-up.
Counters (fictional):
EMP/Static Net: Stuns or reboots (short).
Signal Jammer: Breaks lock; bot wanders.
Leg Shots: Hobble to a crawl, reduce chase threat (risk: detonation on death).
Coolant Vent Overload (minigame): Overheats safely → fizzles without blast.
Side Quest Chain (Level-Scaled)
1) “Counting Down the Road”
Hook: Follow three caravan crater sites; collect ping logs from a ham-radio tower.
Goal: Tag and track two live bots; learn their origin heading.
2) “The Yardmaster’s Ledger”
Objective Hub: Find Factory Zero—an underground micro-foundry beneath a razed logistics park.
Beat: Navigate conveyor mazes while intermittent spawns occur from side chutes (low density, constant pressure).
Findings: Terminals reveal the quota loop and shipment stats; optional audio logs (workers debating kill-switch ethics).
3) Branching Resolution
A. Shut It Down (Mercy Route): Insert Failsafe Kernel. World spawn rate decays over several in-game days; settlements cheer; minor economic buff (safer roads).
B. Reroute (Engineer Route): Reprogram to produce Courier Bots that avoid organics and detonate only on ferals/hostiles. New roaming ally events; rare accidents create moral complaints.
C. Weaponize (Ruthless Route): Point production at rival faction territories. Temporary power spike; later retaliation event: an enemy saboteur hijacks a batch toward your settlement.
4) Epilogue World Events
Road Lantern Runs: (A/B) Couriers carrying light pylons make nights safer—protect or lose the route.
Black Parade: (C) Large synchronized emergence; defend your town or suffer cascading blasts.
Location Kit & Setpieces
Surface: Collapsed freight depot, rusted gantries, buried hatches that occasionally “thump.”
Interior: Catwalks over assembly lines, jammed robot arms, a glass-walled control booth with the Yardmaster-7 core.
Puzzle Room: Coolant manifold with humming valves (pattern/pulse puzzle to vent pressure—abstract, no real explosive info).
Escape Moment: After resolution, a quota dump spawns a mixed wave—learned counters matter.
Systems & Tuning (Design-Facing)
Spawn System (Overworld)
Doomsday Pressure (DP): Hidden meter rises when factory active, during storms, or after large battles (more scrap in the world).
Burst Windows: When DP crosses thresholds, roll a Roaming Parade: 2–6 bots emerge along roads/ruins within X cells of the player.
Decay: DP bleeds off over time or with successful interventions.
AI Safeguards (Fun > Frustration)
Never spawn behind the player within 8m.
Chain reactions capped to two hops unless triggered in setpiece zones.
Clear telegraph: minimum 1.2s red-state before blast unless player is grappling.
Rewards
Failsafe Kernel (Unique Mod): Adds a 0.5s grace “fizzle” to any explosive trap you trigger, once per minute.
Yardmaster’s Ledger: Settlement plan unlocking scrap-to-component conversions (higher efficiency).
Courier Contract (B Route): Fast-travel discount and periodic delivery rewards.
Lightweight Implementation Notes (Game Engines)
Behavior Pseudocode (Abstract)
state = DORMANT
loop:
if state == DORMANT and detect(target, radius_idle):
state = ACQUIRE
if state == ACQUIRE:
lock = track(target)
if lock: state = CHASE else state = DORMANT
if state == CHASE:
moveToward(target)
if within(proximity) or timerExpired(): state = WINDUP
if HP <= threshold_split and hasCluster: spawnMinis(); selfDestructSmall()
if state == WINDUP:
playTelegraph()
if stunned(): state = ACQUIRE
elif interruptedBy(coolantOverload): state = DORMANT
elif windupTimeDone(): state = DETONATE
if state == DETONATE:
applyBlast(gamey_radius, damage_tier, shrapnelArc)
destroySelf()
Encounter Tuning Table (Example)
Roadside roamers: 1–2 Hounds + 1 Ticker (low DP)
Depot perimeter: 2 Bulwarks (slow push) + Decoy (mind game)
Factory breach: trickle spawns every 20–30s from side vents (audible first)
Optional Faction Tie-Ins
Ashen Reign: Try to seize Factory Zero; if you weaponize it, they study your tactics and deploy counter-jammers later.
Verdant Accord: Push for reroute/mercy; offer botanical foam grenades (nonlethal bot fizzle).
Caravans Union: Funds a community memorial if you choose Shut-Down; permanent barter bonus on routes you protected.
Testing Checklist (Quick)
✅ Telegraph readability at night vs day
✅ Minimum counterplay windows by difficulty
✅ Chain reaction caps in dense interiors
✅ Spawn fairness relative to player orientation and elevation
✅ Branch outcomes reflected in random world events within 24–48 in-game hours
Version 2
Addendum: Engineer Companion & Reforged Walkers
New Companion: Cal “Sprocket” Vance — Rogue Yard Engineer
-
Role: Companion (Engineer/Tinkerer), unlocks capture-and-reforge of Doomsday bots into friendly Reforged Walkers.
-
Hook: Former logistics tech who serviced micro-foundries like Factory Zero. Carries a pocket terminal running his homebrew “BLUEPRINT: FRIEND-OR-FUSE.”
-
Personality: Dry humor, obsessive about safety interlocks, secretly thrilled by loud solutions.
-
Companion Perk (Passive): Tinker’s Bond — +10% robot hack success, +1 scrap yield from mechanical salvage, Walker allies get +5% move speed.
-
Once Recruited: Adds the Walker Workbench to your camps/settlements.
New System: Reforged Walker Allies
Cal can pacify, reflash, and reframe hostile Doomsday units you disable (leg-shot, EMP, or jam). The result is a controllable, non-suicidal ally that can execute safe detonations (see below) without destroying itself.
How It’s Possible (In-World, Non-Technical)
-
Payload Relocation: Cal mounts the volatile core into a Refractor Cowl and a Vent Ring that blows force outward and upward, sparing the Walker’s chassis.
-
Self-Immunity Flag: His firmware tags the Walker as “immune source” for its own burst.
-
Hard Limits: He refuses to remove the red-light telegraph or grace period.
This is game-fiction only; all mechanics are abstracted for play and do not reflect real devices.
Safe Detonation Modes (Walker Ability Wheel)
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Refractor Bloom (Default)
-
Shock-ring knocks back enemies, staggers power armor, disrupts aim.
-
Walker takes no damage; short self-stun (0.6–0.9s).
-
-
EMP Petal
-
Briefly silences energy weapons, turrets, and hostile bots; ferals lightly stunned.
-
Reduced effect on organics wearing insulated gear.
-
-
Shrap-Lite (Directional)
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Low-damage cone burst (ethical grit, ceramic flechettes) — no friendly fire on Walker.
-
Great for clearing tight hallways; weaker vs armored behemoths.
-
-
Flashflare (Control)
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Blinds and disorients; minimal damage; perfect for escapes or capture plays.
-
Shared Rules
-
Clear telegraph (amber→red lights, rising tone).
-
Cooldown scales by mode (12–20s).
-
Burst never harms its source Walker; allies/players are protected if you enable “Ally Immunity” in options (on by default).
Mod Slots Cal Can Add
-
Overclock Servo: +15% movement; small stamina drain between fights.
-
Pursuit Treads: Sprint burst on “Acquire” state; shorter burst distance indoors.
-
Harmonic Dampers: Reduces self-stun after detonations by 30%.
-
Shielded Cowl: +20% explosion resistance vs enemy blasts.
-
Beacon Link: Walker projects a short “taunt ping” to peel enemies off squishier companions.
-
Courier Harness (unlocked on Reroute ending): Converts Walker into a runner for settlement supply lines; detonations switch to Flashflare only while on duty.
Capturing & Converting Doomsday Bots
-
Disable a hostile Walker (leg shots, EMP, or jammer) without triggering its payload.
-
Pacify: Use Cal’s FRIEND-OR-FUSE on the downed unit (3-step mini-flow with clear prompts).
-
Reforge at a Walker Workbench: pick a chassis nameplate (Ticker/Hound/Bulwark/Decoy base), select a Safe Detonation mode, add two mods.
-
Commission: Pay scrap + a control rod. Higher tiers need Yardmaster chips (found in Factory Zero).
Limits & Balance
-
You can field 1–3 Reforged Walkers based on Charisma/Perk investments.
-
Burst cooldowns are global per Walker (no stacking instant detonations).
-
If a Reforged Walker is destroyed by enemy damage, it drops a scorched core (Cal can rebuild from it at half cost).
Quest Extensions (Factory Zero Branches Updated)
2.5) “Patchwork Hearts”
-
After you first pacify a bot, Cal proposes a proof-of-concept: escort the Reforged Ticker through a raider alley and trigger a Refractor Bloom to rescue pinned settlers without collateral. Success unlocks Harmonic Dampers.
3) Resolution Paths Revisited
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A. Shut It Down (Mercy): Factory winds down. Cal teaches you bench-only reforges (slower, safer). Reforged Walker cap +1 due to stable parts economy.
-
B. Reroute (Engineer): Factory produces Courier Hounds for friendly routes and Ally Decoys for patrols; unlocks Courier Harness and Beacon Link mods.
-
C. Weaponize (Ruthless): You can deploy Black Parade squads (temporary Walker platoon call-in). Consequence: rival saboteurs learn to craft counter-jammers; Cal develops Shielded Cowl to respond.
Epilogue Events (With Cal)
-
Lantern Runs+: Reforged Couriers lay light pylons; defend them.
-
Repairs at Dawn: Cal posts daily Walker tune-ups in settlements (free minor heals).
-
Counter-Jammer Raids (C-route): Intercept enemy teams before they brick your allies.
Companion Command & UI
-
Walker Wheel (Hold Command):
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Burst Mode (Bloom/EMP/Shrap-Lite/Flashflare)
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Follow / Hold / Flank Left / Flank Right
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Speed Burst (if Overclock Servo installed)
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Safeguard Toggle (Ally immunity on/off for advanced players)
-
-
Cal’s Bench UI: clean 3-tab layout — Chassis • Burst • Mods. Each change previews cooldown, radius, and telegraph time.
Dialogue Beats (Sample)
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Cal, on first reforge: “See? Loud, but polite. The trick isn’t stopping the bang—it’s teaching the bang where not to be.”
-
On speed mods: “Grease the gears, trim the governor; give ‘em legs, not wings.”
-
On ethics (to Ashen Reign agent): “Tools don’t choose targets. People do. I build exits into my explosions.”
Perks, Traits, and Synergies
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Player Perk — Walker Wrangler: +1 Reforged Walker slot; +10% detonation radius or −10% cooldown (choose one).
-
Trait — Gentle Giant: Your Walkers prioritize Flashflare near civilians; reputation boost with caravans.
-
Synergy: With Verdant Accord, replacing Shrap-Lite with Pollen Burst (slow-field, botanical foam). With Ashen Reign, an elite Bulwark skin (cosmetic) and tougher chassis costs.
Settlement & Economy Hooks
-
Bench Upgrade Tiers:
-
T1: Field refits (basic mods).
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T2: Precision jigs (EMP Petal, Shielded Cowl).
-
T3: Yardmaster Tap (Beacon Link, Courier Harness, aesthetic skins).
-
-
Jobs: Assign a Walker to Gate Guard, Courier, or Scav Escort. Their safe bursts help without friendly loss.
Lightweight Implementation Notes (Engine-Agnostic, Gameplay Only)
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Safe Burst Flag: Damage function checks Instigator == Source Walker → ignore self; optionally ignore allies if Safeguard on.
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Telegraph Channel: Tie light color + audio pitch to the WIND-UP state; min 1.2s visible window.
-
Overclock: Add temporary movespeed buff with a short “cooldown heat” debuff to avoid perma-sprint.
-
Cap & Costs: Global manager tracks active Reforged Walkers; crafting consumes scrap + control rods; higher tiers add Yardmaster chips.
Testing Checklist (Added)
-
✅ Safe Burst never damages the Walker that triggered it.
-
✅ Ally Immunity toggle respected across all burst modes.
-
✅ Overclock speed doesn’t break navmesh or stair/path heuristics.
-
✅ Telegraph readability maintained with color-blind UI patterns (icon + pulse).
You gain an engineer companion who can convert Doomsday bots into loyal, mod-ready allies with explosive abilities that don’t hurt themselves—plus speed and other upgrades. This folds cleanly into the Factory Zero arc, expands settlement gameplay, and opens new crowd-control strategies without friendly losses.
Factory Zero — Reforged Walkers: Deep Expansion
1) Cal “Sprocket” Vance — Companion Progression
Recruit Rank (R0): Walker Workbench (basic), 1 Walker slot, Burst: Refractor Bloom
R1 – “Spare Parts, Big Heart”: Side task: fix three roadside bots for settlers → unlock EMP Petal + Overclock Servo mod
R2 – “Friends or Fuses”: Dialogue branch about ethics; choose Safety-First (−5% radius, −10% cooldown) or Hardline Control (+5% radius, +5% self-stun res).
R3 – “Twelve Screws, One Soul”: Unique calibration ritual gives your first Walker a nameplate and +10% reliability (less AI hiccups; fewer stuck states).
R4 – “Walk the Lantern Run”: Protect two courier routes at night → unlock Beacon Link + extra Walker slot (cap +1).
R5 – “Yardmaster’s Keys” (Capstone): He decodes legacy admin credentials → unlock Chassis Recast (swap base type without rebuilding), Shielded Cowl, and a cosmetic skin set.
Companion Quirk Track (light RP):
-
Tinker’s Doubt: If you abuse Ruthless choices, he challenges you; pass Speech/Empathy to keep him.
-
Noise Complaint: Too many blasts near civilians triggers a settlement petition; resolve with a “Demonstration Day” event (see §7).
2) Walker Archetypes & Skill Trees
Each Reforged Walker picks a base (Ticker/Hound/Bulwark/Decoy/Cluster) and a mini tree (3 tiers, choose 1 perk per tier):
A) Ticker (Controller)
-
T1: Long Fuse (longer wind-up, +control radius) | Quick Spark (short wind-up, −radius)
-
T2: Metronome (steady beeps buff ally reload) | Dead Reckon (reveals trapped mines briefly)
-
T3: Anchor Point (Bloom leaves a short slow-field) | Safecracker (EMP Petal opens low-tier maglocks in combat)
B) Hound (Skirmisher)
-
T1: Sprint Gate (+2 short bursts in chase) | Panther Paws (quieter approach)
-
T2: Harrier (Flashflare lasts longer on elites) | Sidewinder (Shrap-Lite arcs on ricochet; reduced dmg)
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T3: Pack Instinct (+5% dmg per allied Walker nearby, cap 3) | Dragline (grapples a target for 0.7s pre-bloom; big telegraph)
C) Bulwark (Vanguard)
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T1: Ballast (+stagger res) | Shock Truss (reflects tiny melee stagger)
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T2: Breachstep (short knockback immunity when in red-state) | Wide Bloom (+radius, −knock strength)
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T3: Bodyguard (auto-taunts on ally under 30% HP) | Bunker Light (projects frontal cover cone vs small arms for 2s)
D) Decoy (Deception)
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T1: Mocking Ping (draws ranged fire) | Mirror Blink (projected ghost image)
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T2: Hollow Bloom (0 dmg, huge blind) | Larkwire (installs 2 micro-skitters that Flashflare on contact)
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T3: Curtain Call (detonation ends with smoke veil) | Jester’s Pact (if destroyed, drops a jam pulse; no player damage)
E) Cluster (Swarm)
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T1: Tri-Spark (split earlier; each mini gains tiny EMP) | Honeycomb (minis share HP pool)
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T2: Ant March (minis ignore light knockbacks) | Bee-Line (minis prioritize marked target)
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T3: Kaleido (minis cycle modes: flash→emp→shrap-lite) | Hive Recall (on command, minis rejoin to heal 15%)
3) Named Walker Companions (Unique Rolls)
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“Metta” (Ticker Controller): Calm chime SFX; excels in crowd control. Capstone: Zen Bloom (no flinch to allies).
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“Rust-Tail” (Hound Skirmisher): Doglike whirr; bonus sprint. Capstone: Heel! (instant recall dash).
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“Portcullis” (Bulwark Vanguard): Heavy frame; Bunker Light baseline. Capstone: Gatehold (anchored barrier 1.5s).
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“Harlequim” (Decoy): Loud playful beeps; Capstone: Curtain Call+ (smoke that muffles enemy callouts).
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“Nidus” (Cluster): Mini-skitters speak in chords; Capstone: Hive Recall+ (AOE ally mend 5%).
Unlock each via short “bond” micro-quests (fetch a rare spring, protect a calibration, recover a ledger page).
4) New Questline: “Hearts of Iron, Feet of Clay”
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Cold Open: A Walker you reforged malfunctions protecting kids from ferals; Cal proposes a firmware ethic patch.
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The Trial: Escort three mixed-type Walkers through a crowded bazaar. Any collateral? You must run public drills later.
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Forked Choice:
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Public Safety Charter: Accept inspections, tighter telegraphs (−5% radius, +civ rep).
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Private Security Waiver: Keep spec power, lose some town perks; Ashen Reign approval instead.
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Final Setpiece: Enemy saboteurs deploy counter-jammers that invert Walker targeting. Mini objective: throw Cal’s counter-counter patches onto your Walkers mid-fight (quick-time toss mechanic with big visible cues).
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Epilogue:
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Charter path unlocks Settlement Drill Day event (see §7).
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Waiver path unlocks Black Parade Lite call-in (3-temp Walkers, long cooldown).
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5) Enemy Counters & Fair Play (Design)
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Counter-Jammer Troops: Broadcast cones that suppress Beacon Link and delay wind-up; clearly visible dish packs.
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Insulation Shields: Reduce EMP Petal effect; reward flanks and Decoy confusion.
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Oilfire Grenadiers: Fire zones that punish Bulwarks; Decoys can bait these.
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Balance Rails:
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Global limit: max one Bloom per second per player squad.
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Minimum 1.2s red-state always; Accessibility can push to 1.6s.
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6) Control & UI Enhancements
Walker Command Wheel: Burst Mode • Follow • Hold • Flank L/R • Speed Burst • Priority Target • Safeguard
HUD Teleguides:
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Red-state ring arcs on ground (color-blind safe patterns: stripes/dots).
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Ally immunity icon over Walker when Safeguard is ON.
Workbench UI: -
Tabs: Chassis | Burst | Mods | Tree | Cosmetics
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Live preview pad (safe room) shows cone/radius, wind-up sound test, and ally-immune overlay.
Quick Tags: Double-tap command to mark a target; Hounds prioritize.
7) Settlement Events & Minigames
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Demonstration Day (Public Drill): Teach townsfolk the telegraph; time-scored minigame. Rewards: civic rep, discounts.
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Gate Guard Rotation: Assign a Walker to gates; periodic “Breach Test” generates supply vouchers.
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Courier Trials: Time-trial night runs with pylons; perfect run unlocks Courier Harness+ (faster job speed).
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Repair at Dawn: Cal posts daily tune-ups; interact for free minor heals to robots/turrets.
8) Crafting, Upgrades & Economy
New Components: Control Rods (rare), Yardmaster Chips (boss), Ethical Grit (settler-made nonlethal shot), Foam Cartridges (Verdant Accord).
Upgrade Tiers:
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T1: Field Fit (basic mods).
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T2: Precision Jig (tree tier 2, EMP Petal+, Beacon Link).
-
T3: Yardmaster Tap (Chassis Recast, Shielded Cowl, cosmetics).
Rebuild Loop: Scorched cores → rebuild at 50% scrap cost; retain one mod.
9) Systems: AI & Tech (Gameplay-Abstraction)
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Target Priority: Protect civilians > protect player downed state > harass ranged elites > break formations.
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Path Discipline: Walkers avoid tight corners during wind-up; Decoys intentionally wander to split lines.
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Cooldown Budget: Team-wide “Burst Budget” that regenerates steadily; prevents spam while keeping agency.
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Reliability Score: Hidden stat affected by upkeep and event choices; bad maintenance = more hiccups (funny barks, minor delays), never catastrophic.
10) Faction Tie-Ins
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Ashen Reign: Elite Bulwark skin, “Siege Drill” event; later deploy counter-jammers forcing you to adapt.
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Verdant Accord: Swap Shrap-Lite for Pollen Burst (slow field); access to Foam Cartridges.
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Caravans Union: Courier bonuses, gate contracts; unique Route Sentinel paint.
11) Achievements & Challenges
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“Hands Off the Hotplate” — Complete 5 fights with only Walker bursts for CC.
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“Parade Marshal” — Escort three Couriers with zero civilian panic.
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“Twelve Screws” — Bond all five Named Walkers.
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Weekly Challenge: “No Red in Town” — Win a settlement attack without any red-state inside the inner gate (requires crisp positioning).
12) Accessibility & Options
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Longer Telegraph toggle (+0.3–0.5s).
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High-Contrast Outlines for red-state.
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Audio Substitution: tone → haptic pulses or text HUD tick.
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Ally Immunity default ON; advanced players can switch OFF.
13) Narrative & Barks (More Lines)
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Cal (after a perfect Bloom): “That’s crowd control, not crowd casualty.”
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Cal (on overclock requests): “Speed’s a promise your brakes have to keep.”
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Metta (chime pattern): ding—ding—wooom (friendly telegraph).
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Rust-Tail (rev): rrrrip—tap—woof-click (yes, he picked that on purpose).
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Portcullis (bass hum): —THRUM— (door shuts on chaos).
14) Event Hooks & Random Encounters
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Walker Derby (friendly): Town fair event—obstacle course races; place bets; unlock Racing Trim cosmetic.
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Boneyard Blues: Rescue a stranded Courier squad in a scrapyard maze.
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Ghost Factory Rumor: False spawns from cold vents; Decoy variants pranking raiders—decide whether to keep the prank or shut it.
15) Tuning Quick Table (example values)
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Refractor Bloom: 7m radius, strong stagger, 16s CD
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EMP Petal: 6m radius, 10s disable on bots/turrets, 20s CD
-
Shrap-Lite: 60° cone, 8m reach, low dmg, 14s CD
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Flashflare: 8m flare, 5s blind, 18s CD
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Overclock Servo: +18% move for 3s, 14s self-cooldown
(All values scale with difficulty and perk choices; telegraphs always visible.)
16) Implementation Hints (Engine-Agnostic, Safe)
-
Self-Immunity Check: On burst resolve, skip damage if
source == instigator
. -
Ally Immunity: If Safeguard ON, skip allies with
IsAlly()
predicate. -
Budget Gate: Maintain a shared
BurstBudget
(0–100); each burst costs N; regen over time. -
Telemetry: Track civilian panic events to tune radius/telegraph rather than raising damage.
17) Cosmetic & Personality Customization
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Paints: Courier Brass, Verdant Jade, Night Watch, Ashen Iron.
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LED Emote Sets: Calm, Alert, Celebration (post-win swirl).
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Voice Packs: Chimes, Radio Beeps, Whirrs; unlock via events.
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Nameplates: Stamped tags visible on the chassis.
Quest Script — “Hearts of Iron, Feet of Clay” (full)
Overview
A public trial of your Reforged Walkers goes sideways when saboteurs deploy counter-jammers that invert targeting. With Cal “Sprocket” Vance, you must prove the Walkers’ safety, choose a regulatory path, and defend the town—using Cal’s firmware patches and your command of safe bursts.
Prereqs & Start
-
Have Cal recruited and at least 1 Reforged Walker.
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Any settlement ≥ Tier 2 defenses.
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Trigger: a random “Schoolyard Panic” encounter where your Walker saves civilians using Refractor Bloom (no collateral).
-
Quest begins when Cal says: “We can do loud and safe, but if the town doesn’t believe it, we’re just noise.”
Cast
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Cal “Sprocket” Vance (companion/engineer)
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Marshal Deya (settlement authority; safety-first)
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Broker Hesk (private security magnate; power-first)
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Counter-Jammer Cell (rival saboteurs)
Quest Variables (trackers)
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CivicTrust
(−5 → +5): rises on clean demos, falls on collateral. -
WalkerReliability
(0–100): uptime vs hiccups (from upkeep). -
PublicCharterChosen
(bool),PrivateWaiverChosen
(bool) -
ParadeCooldown
(world event gate) -
SaboteurIntel
(0–3): how many jammer types you’ve scanned.
ACT I — Cold Open: “Twelve Screws, One Promise”
Goal: Calm the town, pitch a public trial.
Beats
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Cutscene: Walker saves kids, one stall sign gets singed → CivicTrust +1 / −1 based on distance management.
-
Dialogue hub (skill checks apply):
-
Empathy [Speech]: “Let us show you the telegraph and grace window.” (+1 CivicTrust)
-
Intimidate [Strength]: “Or we keep our Walkers behind your walls, not in front.” (−1 CivicTrust, +Hesk favor)
-
Logic [Int]: “We can enable Ally Immunity and extend telegraphs by 0.3s.” (no change, unlocks Accessibility path)
-
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Cal gives Quest Tool: Calibration Tokens (3) to buff your Walker’s reliability during demos.
Quest Log Text:
Prove the Walkers can protect without collateral. Schedule drills with Marshal Deya.
Fail Conditions: Causing any civilian KO in this act sets CivicTrust = −2
and adds an extra demo later.
ACT II — The Trial: “Market Walk”
Goal: Escort 3 mixed-type Walkers through a crowded bazaar with staged threats.
Encounter Waves (telegraphed, fair play)
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Wave A: Pickpocket decoy → choose Flashflare to blind (no damage).
-
Wave B: Turret hack → EMP Petal to silence; flanker raiders push.
-
Wave C: Feral surge from alleys → Refractor Bloom for knockback; Hound flanks to peel.
Mechanics
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Budget Gate: team-wide Burst Budget prevents spam (1 burst per sec max).
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CivicTrust Changes: +1 per wave with zero collateral; −2 on any civilian harm.
Optional Bonus: Talk to vendors mid-escort (dialogue beat) to explain light codes → CivicTrust +1 and unlock Demonstration Day later.
Log Update:
Trial complete. The town demands a governance choice.
ACT III — Forked Choice: “Paper Shields, Iron Shoes”
Choose one resolution with consequences.
A) Public Safety Charter (regulated)
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Commitments:
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Ally Immunity locked ON in towns.
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Minimum red-state telegraph +0.3s near civilians.
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Quarterly inspections (tiny upkeep tax).
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Immediate Perks:
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CivicTrust set to +3 (if not higher).
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Settlement perk Civic Buy-In: vendors −5% prices; Gate Guard job unlocked.
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Walker cap +1 (bench-only crafting more stable supply).
-
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Cal: approves; provides Harmonic Dampers mod blueprint.
B) Private Security Waiver (deregulated)
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Commitments:
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Keep full power specs; no telegraph extension.
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You fund damage claims if collateral occurs.
-
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Immediate Perks:
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Black Parade (Lite) call-in (3 temp Walkers, long cooldown).
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Broker Hesk provides Shielded Cowl pattern and rare scrap contracts.
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CivicTrust −1 (if >0), Ashen Reign favor +1.
-
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Cal: uneasy; a future loyalty check may trigger if you cause collateral repeatedly.
Log Update:
Implement your choice, then prepare for the real test: someone’s coming to break your new rules.
ACT IV — Counter-Jammer Assault: “The Wrong Kind of Quiet”
Goal: Defend the settlement against saboteurs who invert Walker targeting.
Phases
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Scouting Clash: 2 jammer vanguards with Broadcone Jammers (visible dish packs).
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Destroy packs → SaboteurIntel +1 (extends your patch duration later).
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Inversion Wave: Jam pulse hits; Walkers hesitate; civilians panic.
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New Tool: Cal’s Patch Canisters (3): throw onto a Walker to grant Jammer Immunity (10–20s, scales with Intel).
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Objective: Keep 3 zones under friendly control, using Beacon Link taunts and Flashflare crowd control.
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Boss Escort: A Bulwark Walker must hold the gate for 60s while you dismantle a Wideband Jammer on the wall (simple 3-node interaction, huge telegraph; never spawns behind you).
Success Outcomes
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Charter path: Demonstration Day event unlocked weekly; CivicTrust +1.
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Waiver path: Black Parade (full) unlocked (5 temp Walkers, global long cooldown); rival factions grow cautious (fewer road ambushes for 48h).
Failure Softening
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If a civilian is downed, Cal auto-triggers Emergency Flashflare once per act to give you a save window (one-time safety net).
ACT V — Epilogue & World State
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Settlement Posters: “Know Your Lights” (teaches telegraphs).
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Cal’s Bench Upgrade: Chassis Recast + access to unique cosmetics based on your choice (Civic trim vs Iron trim).
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World Events:
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Lantern Runs (Charter): protect Couriers placing light pylons at night for travel buffs.
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Contract Raids (Waiver): timed strikes on rival depots; increased payout, higher heat.
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Rewards
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Unique Perk: Walker Wrangler (+1 Walker slot; pick +10% radius or −10% cooldown).
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Mod Blueprints: (based on path) Harmonic Dampers / Shielded Cowl.
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Settlement Perk: vendor discount (Charter) or temp call-in (Waiver).
Key Dialogue (samples)
Cal (post-trial, success):
“Crowd control means the crowd goes home. We’re halfway there.”
Marshal Deya (Charter pitch):
“Put your promise in writing. We regulate the red-light. You keep your toys.”
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[Agree — Safety Charter]
“Public rules, public trust. Fine. We’ll add the long telegraph in town.” -
[Decline — Private Waiver]
“We’ll be our own shield. If something breaks, we’ll pay to fix it.”
Broker Hesk (Waiver pitch):
“Regulations dull blades. I like mine sharp. Sign here; I’ll send parts.”
Saboteur Captain (assault):
“Your pets listen to any master with the right whistle. Here’s mine.”
Cal (throwing patches):
“Catch! Firmware with manners! Patch it to your Bulwark—now!”
Scripting Hooks (engine-agnostic pseudocode)
// Globals
int CivicTrust = 0; // −5..+5
int WalkerReliability = 70; // 0..100
bool PublicCharterChosen = false;
bool PrivateWaiverChosen = false;
int SaboteurIntel = 0; // 0..3
// Safe burst rules (abstract; gameplay only)
onWalkerBurst(source, allies):
if source:ignoreDamageTo(source)
if Options.AllyImmunity: ignoreDamageTo(allies)
// Jammer waves
onJammerPulse():
for w in playerWalkers:
if !w.hasBuff(JammerImmunity): w.setState(STUNNED, 2.0)
// Patch canister
onPatchApplied(walker):
duration = 10 + (SaboteurIntel * 5) // 10–25s
walker.addBuff(JammerImmunity, duration)
// Civic trust adjustments
onCivilianHarmed():
CivicTrust = max(CivicTrust - 2, -5)
if PublicCharterChosen: scheduleExtraDemo()
onCleanDemoWave():
CivicTrust = min(CivicTrust + 1, +5)
UE5 Implementation Notes (Blueprint sketch)
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Actors/Components:
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BP_ReforgedWalker
(AIController + Pawn) with BurstComponent, TelegraphLight, ImmunityFilter. -
BP_JammerPack
(AreaEffect + Niagara cone). -
BP_PatchCanister
(Projectile → Overlap → Apply GameplayEffect).
-
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Gameplay Ability System (optional):
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GE_JammerImmunity, GE_SafeguardAllies, GE_BurstBudgetCost.
-
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AI: BT tasks:
BT_AcquireTarget
,BT_UseBurst
,BT_RetreatIfCiviliansNear
. -
UI: Widget for Burst Budget + icon for Immunity over Walker.
Unity Implementation Notes
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Components:
-
WalkerController
,BurstAbility
,TelegraphVFX
,AllyImmunityFilter
,JammerPulseZone
.
-
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ScriptableObjects:
BurstData
,ModData
,ChassisData
,TreeNode
. -
Events:
OnCivilianNear
,OnBurstStart
,OnPatchApplied
. -
NavMesh: Prefer OffMeshLinks disabled while in WINDUP.
Walker Workbench — Full UI & Tooltips
Layout
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Top Tabs: Chassis · Burst · Mods · Tree · Cosmetics
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Left: Walker list (portraits, names, reliability, role tags).
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Center: 3D Preview Pad (safe room); telegraph simulator (Play).
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Right Panel: Stats & Details (radius, wind-up, cooldown, ally immunity status, upkeep cost).
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Footer: Apply · Revert · Commission (craft) · Test Burst (preview only).
Controller/KB Shortcuts
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LB/RB = switch tab • D-Pad = select • X/□ = Test • Y/△ = Apply • Start = Commission
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PC: 1–5 tabs • Space = Test • Ctrl+Enter = Apply
Tab: Chassis
Fields
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Base type: Ticker / Hound / Bulwark / Decoy / Cluster
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Reliability (read-only) + upkeep
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Chassis Recast (if unlocked)
Tooltips
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Ticker: Controller chassis. Longer fuses, wider control. Great with EMP or Flashflare.
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Hound: Skirmisher. Sprint bursts and flanks; excels at peel plays.
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Bulwark: Frontliner. Heavier plating; holds chokepoints.
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Decoy: Deception. Draws fire, blinds, and splits lines.
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Cluster: Swarm logic. Splits into minis; area denial through activity.
Tab: Burst (choose 1 active)
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Refractor Bloom — Radial knockback and stagger; zero damage to allies; brief self-stun.
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Stats: Radius, Knock Force, Self-Stun Time, Cooldown
-
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EMP Petal — Disables bots, turrets, and energy weapons briefly.
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Stats: Radius, Robot/Turret Disable, Organic Stagger, Cooldown
-
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Shrap-Lite (Directional) — Low-damage, wide cone with ethical grit; great in halls.
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Stats: Cone Angle, Range, Damage Tier, Cooldown
-
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Flashflare — Bright blind; minimal damage; escape/control option.
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Stats: Radius, Blind Duration, Cooldown
-
Global Notes
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Safe Burst Protocol: the Walker never damages itself. Ally Immunity is ON by default; toggle in Options for advanced players.
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Telegraph Window: minimum 1.2s red-state; can extend in Accessibility.
Tab: Mods (2 slots)
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Overclock Servo — +15–18% move for 3s; heat cooldown prevents chaining.
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Pursuit Treads — Short sprint on acquire; reduced indoors.
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Harmonic Dampers — −30% self-stun after Bloom.
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Shielded Cowl — +20% resistance vs explosions; heavier turn rate.
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Beacon Link — Short “taunt ping” pulls ranged aggro for 2s.
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Courier Harness — Converts to courier job; Burst forced to Flashflare while on duty.
Error States
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“Incompatible with chassis” (e.g., Cluster + Courier Harness)
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“Exceeds power budget” (3rd heavy mod; show power bar)
Tab: Tree (mini skill tree)
Three tiers; pick one per tier. Show deltas in the right panel.
Tooltip Sample — Hound / T1 — Sprint Gate
“Adds two short burst dashes during chase. Doesn’t trigger during WIND-UP. Use to peel threats.”
Tooltip Sample — Bulwark / T3 — Bodyguard
“Auto-taunt enemies targeting allies <30% HP for 2s. Pairs well with Beacon Link.”
Tab: Cosmetics
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Paints: Courier Brass / Verdant Jade / Night Watch / Ashen Iron
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LED Emotes: Calm / Alert / Celebration
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Nameplate: free text with profanity filter
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Audio Pack: Chimes / Radio Beeps / Whirrs
Tooltip
“Cosmetics do not affect combat stats. Celebration emote triggers after clean wave clears (no collateral).”
Preview Pad (center)
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Play Telegraph: Simulates chosen burst telegraph (lights + audio)
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Test Burst: Ghost mannequins show knockback cones, blind zones, or EMP arcs
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Accessibility: Toggle high-contrast outlines and telegraph length
Crafting & Commissioning
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Bill of Materials displayed with icons (Scrap, Control Rod, Yardmaster Chip, Ethical Grit/Foam Cartridge).
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Commission button is disabled if: insufficient materials, power budget exceeded, or mod conflicts.
Tooltip
“Rebuild from a scorched core halves scrap cost and preserves one installed mod.”
Telemetry & QA (built-in)
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Session Stats: collateral events, clean bursts, average telegraph compliance.
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Warnings: “Civilians within 5m of red-state more than 3× per fight. Consider longer telegraph or Flashflare focus.”
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Test Checklist
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✅ Ally Immunity respected in towns (Charter path)
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✅ Jammer immunity duration scales with SaboteurIntel
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✅ Burst Budget never allows >1 burst/sec per squad
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✅ NavMesh safe during WIND-UP; no behind-spawn within 8m
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Accessibility (global)
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Longer Telegraph (+0.3–0.5s)
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Color-blind patterns (stripes/dots on ground ring)
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Audio→Haptics/Text for telegraph ticks
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Ally Immunity default ON
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