Side Story: “Factory Zero — The Walkers of Countdown Row”

 


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)

  1. Dormant: Power-save; emits faint carrier ping every 10–15s.

  2. Acquire: Detects heat/sound within radius; locks; beeps ramp.

  3. Chase: Pathfinds; stumbles over debris; can trip and re-route.

  4. Wind-Up: Lights shift (green→amber→red); audio pitch rises.

  5. Detonate: Big blast, shrapnel cone forward; chain reactions possible.

  6. 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)

  1. Refractor Bloom (Default)

    • Shock-ring knocks back enemies, staggers power armor, disrupts aim.

    • Walker takes no damage; short self-stun (0.6–0.9s).

  2. EMP Petal

    • Briefly silences energy weapons, turrets, and hostile bots; ferals lightly stunned.

    • Reduced effect on organics wearing insulated gear.

  3. Shrap-Lite (Directional)

    • Low-damage cone burst (ethical grit, ceramic flechettes) — no friendly fire on Walker.

    • Great for clearing tight hallways; weaker vs armored behemoths.

  4. Flashflare (Control)

    • 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

  1. Disable a hostile Walker (leg shots, EMP, or jammer) without triggering its payload.

  2. Pacify: Use Cal’s FRIEND-OR-FUSE on the downed unit (3-step mini-flow with clear prompts).

  3. Reforge at a Walker Workbench: pick a chassis nameplate (Ticker/Hound/Bulwark/Decoy base), select a Safe Detonation mode, add two mods.

  4. 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

  • 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):

    • Burst Mode (Bloom/EMP/Shrap-Lite/Flashflare)

    • Follow / Hold / Flank Left / Flank Right

    • Speed Burst (if Overclock Servo installed)

    • 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)

  • 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

  • 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).

    • 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)

  • Safe Burst Flag: Damage function checks Instigator == Source Walker → ignore self; optionally ignore allies if Safeguard on.

  • 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)

  • 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)

  • T1: Ballast (+stagger res) | Shock Truss (reflects tiny melee stagger)

  • T2: Breachstep (short knockback immunity when in red-state) | Wide Bloom (+radius, −knock strength)

  • T3: Bodyguard (auto-taunts on ally under 30% HP) | Bunker Light (projects frontal cover cone vs small arms for 2s)

D) Decoy (Deception)

  • T1: Mocking Ping (draws ranged fire) | Mirror Blink (projected ghost image)

  • T2: Hollow Bloom (0 dmg, huge blind) | Larkwire (installs 2 micro-skitters that Flashflare on contact)

  • T3: Curtain Call (detonation ends with smoke veil) | Jester’s Pact (if destroyed, drops a jam pulse; no player damage)

E) Cluster (Swarm)

  • T1: Tri-Spark (split earlier; each mini gains tiny EMP) | Honeycomb (minis share HP pool)

  • T2: Ant March (minis ignore light knockbacks) | Bee-Line (minis prioritize marked target)

  • T3: Kaleido (minis cycle modes: flash→emp→shrap-lite) | Hive Recall (on command, minis rejoin to heal 15%)


3) Named Walker Companions (Unique Rolls)

  • “Metta” (Ticker Controller): Calm chime SFX; excels in crowd control. Capstone: Zen Bloom (no flinch to allies).

  • “Rust-Tail” (Hound Skirmisher): Doglike whirr; bonus sprint. Capstone: Heel! (instant recall dash).

  • “Portcullis” (Bulwark Vanguard): Heavy frame; Bunker Light baseline. Capstone: Gatehold (anchored barrier 1.5s).

  • “Harlequim” (Decoy): Loud playful beeps; Capstone: Curtain Call+ (smoke that muffles enemy callouts).

  • “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”

  1. Cold Open: A Walker you reforged malfunctions protecting kids from ferals; Cal proposes a firmware ethic patch.

  2. The Trial: Escort three mixed-type Walkers through a crowded bazaar. Any collateral? You must run public drills later.

  3. Forked Choice:

    • Public Safety Charter: Accept inspections, tighter telegraphs (−5% radius, +civ rep).

    • Private Security Waiver: Keep spec power, lose some town perks; Ashen Reign approval instead.

  4. 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).

  5. Epilogue:

    • Charter path unlocks Settlement Drill Day event (see §7).

    • Waiver path unlocks Black Parade Lite call-in (3-temp Walkers, long cooldown).


5) Enemy Counters & Fair Play (Design)

  • Counter-Jammer Troops: Broadcast cones that suppress Beacon Link and delay wind-up; clearly visible dish packs.

  • Insulation Shields: Reduce EMP Petal effect; reward flanks and Decoy confusion.

  • Oilfire Grenadiers: Fire zones that punish Bulwarks; Decoys can bait these.

  • Balance Rails:

    • Global limit: max one Bloom per second per player squad.

    • Minimum 1.2s red-state always; Accessibility can push to 1.6s.


6) Control & UI Enhancements

Walker Command Wheel: Burst Mode • Follow • Hold • Flank L/R • Speed BurstPriority TargetSafeguard
HUD Teleguides:

  • Red-state ring arcs on ground (color-blind safe patterns: stripes/dots).

  • Ally immunity icon over Walker when Safeguard is ON.
    Workbench UI:

  • Tabs: Chassis | Burst | Mods | Tree | Cosmetics

  • 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

  • Demonstration Day (Public Drill): Teach townsfolk the telegraph; time-scored minigame. Rewards: civic rep, discounts.

  • Gate Guard Rotation: Assign a Walker to gates; periodic “Breach Test” generates supply vouchers.

  • Courier Trials: Time-trial night runs with pylons; perfect run unlocks Courier Harness+ (faster job speed).

  • 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:

  • T1: Field Fit (basic mods).

  • 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)

  • Target Priority: Protect civilians > protect player downed state > harass ranged elites > break formations.

  • Path Discipline: Walkers avoid tight corners during wind-up; Decoys intentionally wander to split lines.

  • Cooldown Budget: Team-wide “Burst Budget” that regenerates steadily; prevents spam while keeping agency.

  • Reliability Score: Hidden stat affected by upkeep and event choices; bad maintenance = more hiccups (funny barks, minor delays), never catastrophic.


10) Faction Tie-Ins

  • Ashen Reign: Elite Bulwark skin, “Siege Drill” event; later deploy counter-jammers forcing you to adapt.

  • Verdant Accord: Swap Shrap-Lite for Pollen Burst (slow field); access to Foam Cartridges.

  • Caravans Union: Courier bonuses, gate contracts; unique Route Sentinel paint.


11) Achievements & Challenges

  • “Hands Off the Hotplate” — Complete 5 fights with only Walker bursts for CC.

  • “Parade Marshal” — Escort three Couriers with zero civilian panic.

  • “Twelve Screws” — Bond all five Named Walkers.

  • Weekly Challenge: “No Red in Town” — Win a settlement attack without any red-state inside the inner gate (requires crisp positioning).


12) Accessibility & Options

  • Longer Telegraph toggle (+0.3–0.5s).

  • High-Contrast Outlines for red-state.

  • Audio Substitution: tone → haptic pulses or text HUD tick.

  • Ally Immunity default ON; advanced players can switch OFF.


13) Narrative & Barks (More Lines)

  • Cal (after a perfect Bloom): “That’s crowd control, not crowd casualty.”

  • Cal (on overclock requests): “Speed’s a promise your brakes have to keep.”

  • Metta (chime pattern): ding—ding—wooom (friendly telegraph).

  • Rust-Tail (rev): rrrrip—tap—woof-click (yes, he picked that on purpose).

  • Portcullis (bass hum): —THRUM— (door shuts on chaos).


14) Event Hooks & Random Encounters

  • Walker Derby (friendly): Town fair event—obstacle course races; place bets; unlock Racing Trim cosmetic.

  • Boneyard Blues: Rescue a stranded Courier squad in a scrapyard maze.

  • 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)

  • Refractor Bloom: 7m radius, strong stagger, 16s CD

  • EMP Petal: 6m radius, 10s disable on bots/turrets, 20s CD

  • Shrap-Lite: 60° cone, 8m reach, low dmg, 14s CD

  • Flashflare: 8m flare, 5s blind, 18s CD

  • 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

  • Paints: Courier Brass, Verdant Jade, Night Watch, Ashen Iron.

  • LED Emote Sets: Calm, Alert, Celebration (post-win swirl).

  • Voice Packs: Chimes, Radio Beeps, Whirrs; unlock via events.

  • 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.

  • Any settlement ≥ Tier 2 defenses.

  • 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

  • Cal “Sprocket” Vance (companion/engineer)

  • Marshal Deya (settlement authority; safety-first)

  • Broker Hesk (private security magnate; power-first)

  • Counter-Jammer Cell (rival saboteurs)

Quest Variables (trackers)

  • 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

  1. Cutscene: Walker saves kids, one stall sign gets singed → CivicTrust +1 / −1 based on distance management.

  2. 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)

  3. 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)

  • 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

  • Budget Gate: team-wide Burst Budget prevents spam (1 burst per sec max).

  • 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)

  • Commitments:

    • Ally Immunity locked ON in towns.

    • Minimum red-state telegraph +0.3s near civilians.

    • Quarterly inspections (tiny upkeep tax).

  • Immediate Perks:

    • CivicTrust set to +3 (if not higher).

    • Settlement perk Civic Buy-In: vendors −5% prices; Gate Guard job unlocked.

    • Walker cap +1 (bench-only crafting more stable supply).

  • Cal: approves; provides Harmonic Dampers mod blueprint.

B) Private Security Waiver (deregulated)

  • Commitments:

    • Keep full power specs; no telegraph extension.

    • You fund damage claims if collateral occurs.

  • Immediate Perks:

    • Black Parade (Lite) call-in (3 temp Walkers, long cooldown).

    • Broker Hesk provides Shielded Cowl pattern and rare scrap contracts.

    • CivicTrust −1 (if >0), Ashen Reign favor +1.

  • 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

  1. Scouting Clash: 2 jammer vanguards with Broadcone Jammers (visible dish packs).

    • Destroy packs → SaboteurIntel +1 (extends your patch duration later).

  2. Inversion Wave: Jam pulse hits; Walkers hesitate; civilians panic.

    • New Tool: Cal’s Patch Canisters (3): throw onto a Walker to grant Jammer Immunity (10–20s, scales with Intel).

    • Objective: Keep 3 zones under friendly control, using Beacon Link taunts and Flashflare crowd control.

  3. 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

  • Charter path: Demonstration Day event unlocked weekly; CivicTrust +1.

  • Waiver path: Black Parade (full) unlocked (5 temp Walkers, global long cooldown); rival factions grow cautious (fewer road ambushes for 48h).

Failure Softening

  • 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

  • Settlement Posters: “Know Your Lights” (teaches telegraphs).

  • Cal’s Bench Upgrade: Chassis Recast + access to unique cosmetics based on your choice (Civic trim vs Iron trim).

  • World Events:

    • Lantern Runs (Charter): protect Couriers placing light pylons at night for travel buffs.

    • Contract Raids (Waiver): timed strikes on rival depots; increased payout, higher heat.

Rewards

  • Unique Perk: Walker Wrangler (+1 Walker slot; pick +10% radius or −10% cooldown).

  • Mod Blueprints: (based on path) Harmonic Dampers / Shielded Cowl.

  • 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.”

  • [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)

  • Actors/Components:

    • BP_ReforgedWalker (AIController + Pawn) with BurstComponent, TelegraphLight, ImmunityFilter.

    • BP_JammerPack (AreaEffect + Niagara cone).

    • BP_PatchCanister (Projectile → Overlap → Apply GameplayEffect).

  • Gameplay Ability System (optional):

    • GE_JammerImmunity, GE_SafeguardAllies, GE_BurstBudgetCost.

  • AI: BT tasks: BT_AcquireTarget, BT_UseBurst, BT_RetreatIfCiviliansNear.

  • UI: Widget for Burst Budget + icon for Immunity over Walker.

Unity Implementation Notes

  • Components:

    • WalkerController, BurstAbility, TelegraphVFX, AllyImmunityFilter, JammerPulseZone.

  • ScriptableObjects: BurstData, ModData, ChassisData, TreeNode.

  • Events: OnCivilianNear, OnBurstStart, OnPatchApplied.

  • NavMesh: Prefer OffMeshLinks disabled while in WINDUP.


Walker Workbench — Full UI & Tooltips

Layout

  • Top Tabs: Chassis · Burst · Mods · Tree · Cosmetics

  • Left: Walker list (portraits, names, reliability, role tags).

  • Center: 3D Preview Pad (safe room); telegraph simulator (Play).

  • Right Panel: Stats & Details (radius, wind-up, cooldown, ally immunity status, upkeep cost).

  • Footer: Apply · Revert · Commission (craft) · Test Burst (preview only).

Controller/KB Shortcuts

  • LB/RB = switch tab • D-Pad = select • X/□ = Test • Y/△ = Apply • Start = Commission

  • PC: 1–5 tabs • Space = Test • Ctrl+Enter = Apply


Tab: Chassis

Fields

  • Base type: Ticker / Hound / Bulwark / Decoy / Cluster

  • Reliability (read-only) + upkeep

  • Chassis Recast (if unlocked)

Tooltips

  • Ticker: Controller chassis. Longer fuses, wider control. Great with EMP or Flashflare.

  • Hound: Skirmisher. Sprint bursts and flanks; excels at peel plays.

  • Bulwark: Frontliner. Heavier plating; holds chokepoints.

  • Decoy: Deception. Draws fire, blinds, and splits lines.

  • Cluster: Swarm logic. Splits into minis; area denial through activity.


Tab: Burst (choose 1 active)

  • Refractor BloomRadial knockback and stagger; zero damage to allies; brief self-stun.

    • Stats: Radius, Knock Force, Self-Stun Time, Cooldown

  • EMP PetalDisables bots, turrets, and energy weapons briefly.

    • Stats: Radius, Robot/Turret Disable, Organic Stagger, Cooldown

  • Shrap-Lite (Directional)Low-damage, wide cone with ethical grit; great in halls.

    • Stats: Cone Angle, Range, Damage Tier, Cooldown

  • FlashflareBright blind; minimal damage; escape/control option.

    • Stats: Radius, Blind Duration, Cooldown

Global Notes

  • Safe Burst Protocol: the Walker never damages itself. Ally Immunity is ON by default; toggle in Options for advanced players.

  • Telegraph Window: minimum 1.2s red-state; can extend in Accessibility.


Tab: Mods (2 slots)

  • Overclock Servo+15–18% move for 3s; heat cooldown prevents chaining.

  • Pursuit TreadsShort sprint on acquire; reduced indoors.

  • Harmonic Dampers−30% self-stun after Bloom.

  • Shielded Cowl+20% resistance vs explosions; heavier turn rate.

  • Beacon LinkShort “taunt ping” pulls ranged aggro for 2s.

  • Courier HarnessConverts to courier job; Burst forced to Flashflare while on duty.

Error States

  • “Incompatible with chassis” (e.g., Cluster + Courier Harness)

  • “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

  • Paints: Courier Brass / Verdant Jade / Night Watch / Ashen Iron

  • LED Emotes: Calm / Alert / Celebration

  • Nameplate: free text with profanity filter

  • 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)

  • Play Telegraph: Simulates chosen burst telegraph (lights + audio)

  • Test Burst: Ghost mannequins show knockback cones, blind zones, or EMP arcs

  • Accessibility: Toggle high-contrast outlines and telegraph length


Crafting & Commissioning

  • Bill of Materials displayed with icons (Scrap, Control Rod, Yardmaster Chip, Ethical Grit/Foam Cartridge).

  • 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)

  • Session Stats: collateral events, clean bursts, average telegraph compliance.

  • Warnings: “Civilians within 5m of red-state more than 3× per fight. Consider longer telegraph or Flashflare focus.”

  • Test Checklist

    • ✅ Ally Immunity respected in towns (Charter path)

    • ✅ Jammer immunity duration scales with SaboteurIntel

    • ✅ Burst Budget never allows >1 burst/sec per squad

    • ✅ NavMesh safe during WIND-UP; no behind-spawn within 8m


Accessibility (global)

  • Longer Telegraph (+0.3–0.5s)

  • Color-blind patterns (stripes/dots on ground ring)

  • Audio→Haptics/Text for telegraph ticks

  • Ally Immunity default ON




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