Human Suiciders in Fallout 5

 

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 Human Suiciders in Fallout 5

In a decayed wasteland where desperation, fanaticism, and mutated psychosis thrive, human suiciders are remnants of factions, cults, and raider cells who weaponize their own bodies as chaos incarnate. They function as unpredictable wildcards—terrifying both to the player and NPCs.


 Tier 1: Chaotic Scavenger Suiciders

Behavioral Profile: Reckless, impulsive, scavenger raiders who duct-tape explosives or flammable materials to their bodies.

  • Appearance: Ragged scavenger gear, mismatched armor, burn scars.

  • Weapons: Molotov harnesses, frag mines tied to belts, unstable flamer tanks.

  • Chaos Level: Moderate — they run straight at targets yelling incoherently.

  • Variants:

    • "Burn-Runner": Covered in flammable oil, ignites upon sprint.

    • "Nail-Flinger": Fires shrapnel before self-detonation.

    • "Boomrat": Traps rats or mole rats to his chest as moving bombs.


 Tier 2: Faction Extremists (Organized Suiciders)

Behavioral Profile: Members of radical wasteland factions, trained for martyrdom or ideological “cleansing.”

  • Appearance: Clean uniforms or cult robes; some with faction sigils painted in blood.

  • Weapons: Military-grade explosives, bio-toxin canisters, or pulse bombs.

  • Chaos Level: Controlled Chaos — more methodical and strategic.

  • Variants:

    • "Martyr of Steel": Brotherhood splinter who straps fusion cores to armor.

    • "Ash Prophet": Cultist with incendiary grenades and religious chants.

    • "Rad Zealot": Carries radioactive cores, creating fallout zones on death.


 Tier 3: Mutant-Born or Experimentals

Behavioral Profile: Products of scientific or Vault experiments gone wrong—part human, part volatile biological weapon.

  • Appearance: Tumorous bodies, glowing veins, skin fissures.

  • Weapons: Organic explosive sacs, chemical pustules, or parasitic symbiotes.

  • Chaos Level: High — they explode unpredictably or mutate upon detonation.

  • Variants:

    • "Bio-Burster": Expels acid or neurotoxin gas.

    • "Rad-Spasm Host": Emits radiation pulses before imploding.

    • "Splicer Husk": When shot, splits into crawling limbs that still attack.


 Tier 4: Tactical Suiciders (Military Remnants)

Behavioral Profile: Veterans or synth units using self-destruction as a last resort tactic.

  • Appearance: Combat fatigues, partial armor, mechanical augmentations.

  • Weapons: Shaped charges, EMP grenades, plasma packs.

  • Chaos Level: Low to Medium — calculated and precise.

  • Variants:

    • "Synth Z-12": Detonates EMP to disable power armor.

    • "Vet-Reaper": Grenade belt detonation on low HP.

    • "Cryo Demolisher": Freezes area before suicide blast.


 Tier 5: The Unhinged and the Cursed

Behavioral Profile: Psychotic loners, brainwashed ex-slaves, or cursed zealots whose mental state amplifies chaos.

  • Appearance: Unkempt, tattooed, chanting; eyes blackened or glowing.

  • Weapons: Improvised bombs, cursed relics, or chain-triggered explosives.

  • Chaos Level: Maximum — random timers, unpredictable triggers.

  • Variants:

    • "Laughing Husk": Laughs hysterically before detonating.

    • "Ghoul Apostle": Believes their explosion “purifies the world.”

    • "The Choir": A trio that sings before simultaneous detonation.


 Gameplay Mechanics Integration

  • Adaptive AI: Chaos level affects pathfinding — high chaos suiciders may zigzag, roll, or crawl.

  • Perception System: Some suiciders use stealth, hiding among corpses or debris.

  • Faction-Specific Encounters: Each major faction could have its own martyr unit.

  • Mutator Variants: Weather, chem-use, or mutations could modify detonation type (toxic, cryo, EMP, etc.).


 Body Type and Frame Classification

TypeDescriptionSpeedDurabilityChaos Output
Light FrameEmaciated, drugged, rapid runners🟢 High🔴 Low🟡 Moderate
Medium FrameAverage human builds, tactical🟡 Moderate🟡 Medium🟢 High
Heavy FrameMuscular/tanky, armored🔴 Low🟢 High🟢 Very High
Mutated FrameDeformed or experimental🟡 Variable🟡 Variable🔴 Unpredictable

 Visual and Audio Cues

  • Audio: Chants, whispers, ticking timers, laughter, cries for redemption.

  • Visual: Glowing bombs, leaking gas, trembling limbs, erratic breathing animations.

  • Death Effects: Shrapnel waves, fire bursts, lingering gas clouds, or radiation pools.


 Modding Possibilities

  • Integrate suiciders into leveled lists (raiders, cults, mutants).

  • Add voice lines and faction lore for each type.

  • Combine with VATS slow-motion kill cams for cinematic moments.

  • Randomized detonation radius and types via Papyrus scripting or Creation Kit logic.



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 Expanded Archetypes of Human Suiciders

1. The Chem-Freaks (Chemical Addicts)

Profile: Addicts who have overloaded their bloodstream with psychoactive chems and experimental toxins.
Behavior: Erratic movement, screaming, hallucinating enemies, sometimes attacking allies before self-detonation.
Weapons:

  • Explosive chem packs strapped to limbs.

  • “Psycho fog” inhalers that trigger explosion after a timer.

  • Flamer-breath mouth rigs.
    Unique Traits: May explode in waves of color smoke (toxic hallucinogens).
    Chaos Level: High (Unpredictable chemical reactions)


2. The Voodoo-Binders (Occult Martyrs)

Profile: Deranged zealots who believe they can transcend flesh through sacrifice.
Behavior: Chanting ritual phrases, bleeding from the eyes, and self-mutilating before an attack.
Weapons:

  • Bone bombs (explosive skulls carved with runes).

  • Curse grenades (AOE debuffs instead of damage).

  • Blood glyph tattoos that ignite on detonation.
    Unique Traits: Cause terror or hallucination effects pre-detonation.
    Chaos Level: Extreme (psychological + supernatural flavor)


3. The Iron-Junkers (Mechanical Self-Bombers)

Profile: Raiders who replace body parts with scavenged machinery and weaponize themselves.
Behavior: Slow, clanking movement; sparks fly when injured.
Weapons:

  • Rusted flamers in chest cavity.

  • Propane or cryo tanks fused into their ribs.

  • Self-charging micro-fusion cells.
    Unique Traits: Explosion type changes depending on what environment they’re in (industrial = fire, cold zones = cryo burst).
    Chaos Level: Moderate (mechanical but semi-predictable)


4. The Mind-Hackers (Synth/Human Hybrids)

Profile: Rogue synths whose brains were reprogrammed by rogue AIs or neural cults to value “purification through destruction.”
Behavior: Calm until triggered; emits distorted AI prayer lines.
Weapons:

  • EMP pulse grenades implanted in the chest cavity.

  • Neural overload bursts that damage nearby electronics.

  • Suicide hacking: causes turrets and robots nearby to malfunction.
    Unique Traits: Disable player HUD momentarily before death (simulating electronic interference).
    Chaos Level: Controlled (tech-based)


5. The Ghoul Bombers (Radiation Corpses)

Profile: Feral ghouls partially stabilized by science or radiation cults. Their internal radiation builds until critical mass.
Behavior: Snarling, drooling, glowing from within.
Weapons:

  • Volatile radioactive cores fused in the abdomen.

  • Emits a radiation aura before explosion.
    Unique Traits: After an explosion, nearby corpses may reanimate briefly as feral ghouls.
    Chaos Level: High (environmental hazard + undead synergy)


6. The “False Angels” (Post-Apocalyptic Cult Soldiers)

Profile: Clad in makeshift armor made from pre-war angel statues, they believe dying in flame sends them to paradise.
Behavior: Walk calmly, whispering prayers, then spread their arms like wings before detonation.
Weapons:

  • Napalm wings.

  • Fragmentation halo rigs.
    Unique Traits: Explosions leave glowing ash silhouettes.
    Chaos Level: Cinematic and symbolic chaos.


7. The Vault Rejects (Failed Experiments)

Profile: Survivors of experimental vaults where control chips or emotional amplifiers malfunctioned.
Behavior: Emotional surges — alternating between crying, laughter, and rage.
Weapons:

  • Neural-overload shock packs.

  • Implanted heart-bombs linked to emotion spikes.
    Unique Traits: Voice lines alternate between innocent pleading and manic laughter.
    Chaos Level: Unstable (AI emotion-driven detonation triggers)


8. The Puppet Bombers (Mind-Control Victims)

Profile: Wastelanders enslaved by neural parasites or telepathic masters.
Behavior: Move in unison; detonate when command signal is given.
Weapons:

  • Bio-circuit detonation collars.

  • Swarm bombs that release psychic spores.
    Unique Traits: Their detonations can chain across nearby controlled victims.
    Chaos Level: Mass-chain chaos.


9. The Corpse Hoarders (Necro-Explosive Collectors)

Profile: Cannibalistic necrophiles who stitch explosives into corpses and wear them as trophies.
Behavior: Slow, grotesque dragging motion; ignites corpses before throwing them.
Weapons:

  • Corpse grenades.

  • Torso bombs stitched into human shells.
    Unique Traits: Detonations produce gore and shrapnel simultaneously.
    Chaos Level: Severe body horror + environmental gore.


10. The Whisper Choir (Psychological Warfare Suiciders)

Profile: Former cult members who use sound and voice to break enemy morale before detonating.
Behavior: Hums harmonically in groups, their pitch increasing as they approach.
Weapons:

  • Sonic disruption bombs.

  • Vocal frequency amplifiers.
    Unique Traits: Sound wave pulses blur vision and distort sound.
    Chaos Level: Auditory chaos.


 Environmental Interaction Ideas

EnvironmentSpecial Behavior
Urban ruinsHide in debris, ambush from under rubble.
Industrial zonesChain-react with gas tanks, oil drums, or machinery.
Swamps/radiation poolsMutate pre-detonation, releasing toxic clouds.
Snowy regionsCold bombs freeze corpses mid-air.
Vault interiorsUse narrow corridors for maximum player panic.

 AI Behavior Expansion

  1. Adaptive Chaos System: Each suicider’s “chaos rating” influences their AI logic:

    • Low chaos = calculated pathfinding, waits for line-of-sight.

    • High chaos = erratic sprinting, wall-banging, zigzagging, self-injury.

  2. Voice Cues: Some announce their intent, others whisper or stay silent for jump-scare tension.

  3. Group Synchronization: Choirs, Puppet Bombers, and Extremist Cells coordinate detonations in tactical waves.


 Encounter Design Examples

“The Singing Pit”

A ruined concert hall filled with Whisper Choir suiciders. Their humming causes hallucinations before they attack in synchronization.

“The Burning Faith”

A religious bunker overtaken by False Angels and Voodoo-Binders. Each explosion ignites prayer scrolls that set the whole area ablaze.

“The Rusted March”

A derelict factory where Iron-Junkers spawn endlessly from conveyor belts, each wired into the facility’s power grid.


 Mutation/Tech Evolution Trees (Optional Mod Progression)

TypeTier 1Tier 2Tier 3
Bio-OrganicChemical FreakGhoul BomberSpore Titan (massive bio-explosion)
MechanicalIron-JunkerMind-HackerMecha-Purifier (nuclear detonation)
PsychologicalVault RejectPuppet BomberChoir Prophet (psychic AoE detonation)

 Optional Mechanics for Fallout 5 or Mods

  • Detonation Slow-Mo Toggle: Cinematic slow-motion on near-suicide detonations.

  • Defuse Option: High-Perception or Science perk allows the player to disable certain suiciders before detonation.

  • Faction Integration: Raider clans, cults, and AI groups can each deploy unique suicide units.

  • Random Encounter Seeds: Chance-based ambushes in regions linked to relevant faction lore.


You said:


 I. Grand Concept

Human Suiciders aren’t a single enemy type—they’re an ecosystem of self-destructive warfare born from decades of despair. They fill the same ecological niche as feral ghouls or mutants but come from distinct philosophical or experimental lineages. Each variety should tell a story through its death.


 II. Expanded Behavioral Classifications

Chaos LevelPersonality TypeCombat PatternPlayer Counterplay
I – ControlledTrained martyrWaits for line of sight, uses coverV.A.T.S. precision disarm shots
II – ErraticChem freak/ghoul bomberZig-zag rush, laughs or criesUse terrain and traps
III – Hive-LinkedPuppet or ChoirGroup coordination, chain detonationsEliminate command node
IV – CataclysmicMutant or cybernetic titanDelayed “core overload” detonationRetreat or trigger early
V – RitualisticCult zealot / supernaturalSymbolic stance before blastExploit animation wind-up

 III. Mutation & Augmentation Sub-Trees

A. Bio-Chemical Line

  1. Psycho Burners – veins glow orange; breath turns to vapor; damage = fire + radiation.

  2. Neuro-Toxics – explodes into paralysis gas; causes limb shaking effect.

  3. Hemorrhage Hosts – emit blood mist that attracts feral ghouls.

  4. Spore Titans – giant, bloated forms releasing fungal bombs that create temporary “death gardens.”

B. Cybernetic Line

  1. Reclaimer Units – fusion-core chest rig; emits EMP.

  2. Servo Juggernauts – power-armored bodies welded to explosives; lumbering tank class.

  3. Scrap Beetles – small remote drones made from human torsos.

  4. Omega Mecha-Purifiers – boss-tier units detonating mini-nukes on death.

C. Psychic / Parasitic Line

  1. Choir Nodes – telepathically link multiple suiciders; kill one → others scream.

  2. Mind Eaters – parasite-driven hosts that whisper random NPC dialogue lines they’ve “absorbed.”

  3. Soul Splinters – appear as blue-glowing corpses that detonate when looked at (gaze-trigger).

  4. Prophets of Echo – send sonic pulses that invert player controls seconds before death.


 IV. Environmental Adaptations

RegionVariantEnvironmental Effect
Urban RuinsConcrete LurkersBlend with rubble, explode in confined spaces—massive concussion damage.
Swamp LandsMire-FreaksGasoline-slick skin ignites the swamp water.
Arctic VaultsCryo MartyrsShatter into cryo shards; slow everything nearby.
Desert Radiation FieldsSand WraithsDetonation creates blinding dust storm for 10 seconds.
Mountain VaultsEcho ScreamersSound bounces off cliffs; positional audio disorients player.

 V. AI & Animation System

1. Emotional AI Core

Each suicider has an emotional “temperature” (Calm → Manic).

  • Calm: walks slowly, chants.

  • Rising: heartbeat audible, eye twitching.

  • Manic: erratic sprint, laughter, or crying.
    Triggered by: sight of enemies, injury, chem use, or faction command.

2. Pre-Detonation Cinematics

  • Body Tremor: micro-shakes synced to ticking fuse.

  • Heartbeat Audio: low-pass thump increasing with proximity.

  • Camera Shake: slight radial pulses.

  • VFX: color desaturation, glow bloom, or radiation haze.

3. Detonation Subtypes

TypeRadiusElementSecondary Effect
Frag5 mKineticShrapnel bleed
Fire6 mHeatLingering flames
Cryo4 mColdFreeze zone
EMP8 mEnergyDisable Power Armor HUD
Bio7 mToxicPoison + blur
Psychic10 mSonicStun & disorient

 VI. Faction & Lore Integration

A. Children of Atom (Reforged)

Now, weaponize radiation martyrs called “Rad Heralds.”
They chant verses from the Book of Glow before self-immolation.
Visuals: glowing crosses, bubbling skin, radioactive aura.

B. Rust Saints (New Raider Faction)

View mechanical self-mutilation as purification.
Their “Iron Faithful” graft junkyard engines to spines.
Explosion leaves smoldering metallic residue collectible for crafting.

C. Vault X-21 Remnants

Failed experiments turned emotion bombs—their brain implants release neuro-waves.
The player can loot Emotion Cores used for crafting persuasion buffs or hallucination grenades.

D. Synth Rebellion Cells

Deploy hacked synths that self-destruct to erase data.
They whisper binary prayers: “0101 be my release.”

E. Ghost Order Cult

Believe souls escape through noise—perform group detonations accompanied by harmonic chanting.


 VII. Encounter & Quest Concepts

1. Mission: “The Choir of Ash”

Investigate a church where bodies sing post-mortem due to implanted resonance chips.
End Choice: shut down the sound system or weaponize it for crowd control.

2. Event: “March of the Iron Saints”

During a thunderstorm, fifty Rust Saints march toward a settlement chanting.
Player must sabotage their detonator frequency before they reach the gates.

3. Side Quest: “Vault of Tears”

Find logs explaining how Vault psychologists tested despair chemicals that birthed the first suiciders.
Rewards: perk “Emotional Defuser” (10 % chance to calm suiciders with dialogue).

4. Random Encounter

Caravan ambushed by Puppet Bombers. Each wears a signal collar linked to a transmitter tower—destroy tower = save survivors.


 VIII. Audio / Visual / UX Layer

  • Voice Design: multilingual chanting, reversed Latin prayers, static-filled radio sermons.

  • Music Cues: detuned cellos, rising heartbeat drums, Geiger counter ticking tempo.

  • HUD Warnings: Geiger spikes, heartbeat overlay, subtitle flashes (“Laughter detected”).

  • Death Aftermath: lingering smoke silhouettes, echoing screams fading into wind.


 IX. Gameplay Systems & Player Interaction

  1. Defusal Mini-Game: Science 5 + Perception 5 opens timed wire-cut interface.

  2. Interrogation Mechanic: capture Controlled-chaos type to learn faction routes.

  3. Recruitable Variant: rare “Broken Saint” companion who can self-sacrifice once per battle.

  4. Crafting: harvest detonator cores to craft trap mines or chem grenades.

  5. Settlement Defense: assign settlers with “Purifier Shields” to intercept suiciders automatically.


 X. Cinematic Boss Concepts

• “The Radiant Father”

A towering ghoul in tattered preacher garb carrying six fusion cores.
Phases: sermon → glow → mass detonation causing lingering fallout storm.

• “Mother Circuit”

Half-human, half-AI. Spawns drone suiciders; self-destruct causes EMP blackout of entire region.

• “The Wailing Coven”

Three synchronized zealots; killing one enrages the others, culminating in a triple-detonation chain.


 XI. World Impact System

After major detonations, nearby environments retain:

  • Radiation zones that fade slowly.

  • Fear aura: NPCs react nervously or avoid area.

  • Faction reputation: mercy or brutality in dealing with suiciders changes dialogue outcomes.


 XII. Modding Blueprint

  • Creation Kit Setup:

    • Custom AI packages per chaos tier.

    • New Perk Trees: Chemistry of DespairMechanical Martyrdom.

    • Explosion FX graphs (VFX + sound layers).

    • Animation markers for “pre-detonation stance.”

  • Scripting Hooks:

    • Random emotion spikes.

    • Environmental trigger detonations.

    • Companion warnings via voice lines.



You said:


 HUMAN SUICIDERS OF THE WASTELAND

A complete design and lore framework for Fallout 5 or advanced overhaul mods.


 I. Overview

Human suiciders in Fallout 5 aren’t just reckless bomb-runners — they represent how madness, desperation, and ideology manifest after centuries of war. Their designs should convey why they do it, not just how. Each type shows a different philosophy of ruin — from cultish faith to chemical psychosis, cybernetic martyrdom to silent nihilism.

They are meant to:

  • Frighten the player psychologically, not just mechanically.

  • Alter how combat spaces are read — every shadow might hide a body ready to ignite.

  • Provide emergent storytelling moments through unique death sequences.


 II. Expanded Behavioral Archetypes

1. Molotov Cocktail Suicider ("Firebelly")

Profile: Deranged scavengers who believe “fire purifies sin.” They soak their bodies in alcohol and carry lit Molotovs in both hands.
Behavior: Charges at enemies screaming or laughing, splashing fuel before detonating. If killed early, the body still ignites, creating spreading flames.
Chaos Level: High.
Special Detail: Can set off chain fires when near oil barrels or vehicles.
Faction Fit: Rust Saints, Scav Raider Gangs, or Fireborn Cult.


2. Run-and-Grab Suicider ("Latcher")

Profile: Street-smart raiders who pretend to surrender or grab onto targets before detonating.
Behavior: Runs at the player unarmed, yelling “Don’t shoot!” before tackling and pulling the pin.
AI Notes: Uses grapple animations and proximity logic; if grappled, player must mash or disarm.
Chaos Level: Extreme.
Faction Fit: Slaver Remnants or Raider Brawlers.
Lore: Developed after seeing power-armored troops survive distance explosions; “Hold them close, make ‘em feel it.”


3. Silent Suicider ("The Whisper")

Profile: Assassins, cultists, or ghouls who detonate without a sound.
Behavior: Walks slowly with eerie calm; no music cue, no yelling. Often detonates behind the player or while making eye contact.
Audio Design: All ambient sound drops 1-2 seconds before detonation for cinematic dread.
Chaos Level: Psychological.
Faction Fit: Ghost Order, stealth cult factions, or synth saboteurs.
Bonus Mechanic: High Perception players sense faint static or heartbeat; others hear nothing.


4. The Cryer (Emotional Suicider)

Profile: A chemically broken survivor crying and apologizing before blowing up.
Behavior: Begs for help, then nervously fumbles a grenade when approached.
Chaos Level: Low to medium, but emotionally disturbing.
Faction Fit: Vault Rejects, post-traumatic settlers.
Outcome: May be disarmed through dialogue if Charisma 8+.


5. The Laugher

Profile: Opposite of The Cryer — manic giggler obsessed with chaos.
Behavior: Spins in circles, throws Molotovs randomly, and detonates while laughing.
Audio: Laugh track echoes after death, reverberating off walls.
Chaos Level: High.
Faction Fit: Chem Freaks, Joker-like cults.


6. The Grabber (Hook or Net Variant)

Profile: Uses grappling hooks or nets to trap prey before exploding.
Behavior: Fires a net gun or claw to pin players, yanks forward, and detonates.
AI: Uses dynamic line-of-sight pathfinding; detonation is delayed until physical contact achieved.
Chaos Level: Tactical.
Faction Fit: Raider sub-group “Chain Boys.”


7. The “False Angel” (Pyro-Zealot)

Profile: From earlier set — revisited here. Walks with arms outstretched, whispering hymns, wings of napalm burning.
Behavior: Spreads fire trails like an angel descending.
Chaos Level: Cinematic.


8. The Corpse Mule

Profile: Uses corpses as explosive decoys.
Behavior: Pretends to drag the bodies of allies, but the bodies are rigged.
Chaos Level: Deceptive.
Faction Fit: Cannibal gangs or undertaker cults.
AI: Triggers an explosion once the player loots or interacts.


9. The Mimic Survivor

Profile: Feigns being a wounded ally or civilian.
Behavior: Crawls, calls for help; explodes when given Stimpak or approached.
Chaos Level: Psychological/deceptive.
Faction Fit: Wasteland cults manipulating compassion.


10. The Burrow Bomber

Profile: Lives underground, pops up from tunnels.
Behavior: Emits muffled chanting before erupting from the soil.
Chaos Level: Ambush.
Environmental Synergy: Works in wasteland ruins, subway tunnels, and caves.


11. The Rust Runner (Mechanized Suicide Cyborg)

Profile: Limbs replaced with engine parts; can sprint unnaturally fast.
Behavior: Runs with screeching metal, sparks flying; internal timer visible as chest glow.
Chaos Level: Extreme.
Faction Fit: Rust Saints or Mechanist offshoots.
Bonus: When killed mid-run, may still explode from kinetic friction.


12. The Boomer Twins

Profile: Two suiciders tethered by a shared wire; if one dies, the other instantly detonates.
Behavior: Flank player in mirrored paths.
Chaos Level: Pair coordination chaos.
Faction Fit: Choir cults, twin fanatic stories.


13. The Radio Prophet

Profile: Wears a cracked headset, repeating coded numbers.
Behavior: Explodes when signal strength peaks (player can jam frequency).
Chaos Level: Strategic — time-based.
Faction Fit: AI cult, Enclave offshoot, or Vault X-21 “Signal Division.”


14. The Blight Carrier

Profile: Suicider infected with bioweapon parasite.
Behavior: Emits spores before self-immolation. The explosion releases green fog.
Chaos Level: Biohazard.
Faction Fit: Mutant Splicer tribes, Vault bio-lab experiments.


15. The Siren

Profile: Female cultist using sound to lure enemies in.
Behavior: Hums beautifully from afar; when approached, detonates with a sonic shockwave.
Audio: Lullaby muffled by walls; when line-of-sight is achieved, pitch shifts to distortion.
Chaos Level: Auditory / psychological.


 III. Behavior AI Logic

Each suicider uses a Risk–Reward Pathfinding Loop:

  1. Detection Phase: Chooses path based on player noise and visibility.

  2. Confidence Phase: If surrounded by allies, charges directly. Alone, may stalk or fake surrender.

  3. Trigger Phase: Calculates proximity + morale. Emotional states influence the final decision (fear, rage, devotion).

  4. Post-Death Phase: May cause area effects (fire, radiation, confusion, lingering screams).


 IV. Advanced Chaos Spectrum (New Table)

Chaos TierDescriptionAwareness SignsPlayer Strategy
Tier 1 – ControlledTactical, slow, deliberateVisible detonator rig, calm speechSnipe early or hack detonator
Tier 2 – DeceptiveActs friendly or woundedShaky voice, inconsistent movementUse V.A.T.S. to detect explosives
Tier 3 – AmbushHidden until triggeredFaint hum, movement under rubbleMines or turrets to flush them
Tier 4 – FrenziedChem-induced maniaYelling, laughter, erratic sprintAim for legs, stagger
Tier 5 – RitualisticReligious or supernaturalChanting, glowing marksDisrupt ritual or distance blast

 V. Environmental and Faction Context

• Urban Hubs

  • Molotov and Run-and-Grab variants use alleyways for short-range chaos.

  • NPCs may react in panic, creating crowd chain reactions.

• Caves & Metro Systems

  • Silent Suiciders and Burrow Bombers thrive — darkness amplifies fear.

• Military Bases

  • Rust Runners and Synth Suiciders guard data centers; player must use EMPs.

• Cult Temples

  • Sirens and False Angels line corridors, chanting before mass detonation.


 VI. Cinematic Direction Notes

  • Pre-Explosion Tension: heartbeat filter, slow-motion breath sounds, player HUD flickers.

  • Kill-Cam Variants: fire reflection in lenses, slow blink before blast.

  • Environmental Lighting: red strobes, flickering lamps, silhouette emphasis on approach.

  • Post-Explosion Aftermath: ash drift, faint whisper echo, blood mist trails carried by wind.


 VII. Player Countermeasures

ToolUse
Thermal BinocularsDetects heat from Molotov or reactor cores.
Pulse Sensor ModPicks up ticking detonators.
EMP GrenadesDisable cybernetic suiciders.
Fear Suppressor PerkReduces panic blur effect from psychic detonations.
“Defuse on Sight” Skill TreeSlows time for wire-cut minigame when aiming at detonator.

 VIII. Settlement Defense Integration

  • Build Suicider Walls: shock grids that instantly neutralize charges.

  • Alarm Siren System: NPCs shout coded colors: “Red = fire runner; Blue = silent type.”

  • Reclaimer Crew: scavengers trained to collect unexploded devices for crafting.


 IX. Boss-Tier “Suicider Icons”

A. King Ignis (Molotov Messiah)

Leader of Fireborn Cult. Appears wreathed in flames, holding multiple fuel tanks. Explosion triggers a city-wide inferno event.

B. The Quiet Man

A mute ghoul assassin who explodes only when you look directly at him — gaze detection trigger.

C. Mother Latch

Mutant matron producing “Latchers.” Players can kill her or cut power to her detonator nursery.

D. The Choir Supreme

50 synchronized suiciders whose detonations form a sonic dome, leveling everything inside a cathedral.


 X. Persistent World Consequences

  • Psychological Aftermath: NPCs discuss witnessing suiciders; morale drops in nearby settlements.

  • Environmental Scars: Burned zones, craters, radioactive pools remain for days.

  • Faction Evolution: Surviving cults may evolve tactics — silent types start appearing after repeated fire-type massacres.


 XI. Modding Implementation Blueprint

  • Animation Sets:

    • “Ignition Stance” (Molotov raising arms).

    • “Grab & Pull” (Run-and-Grab tackle).

    • “Silent Detonation” (still pose + light bloom).

  • Sound Layers: 6-track system — heartbeat, breathing, whisper, ticking, distant screams, fuse hiss.

  • Papyrus Scripts:

    • Random delay timers for unpredictable detonation.

    • Environmental triggers: flame spread, radiation waves.

  • DataTables: Chaos Tier, Faction, Detonation Type, Emotional State.


 XII. Example Encounter Chains

1. “The Last Laugh”

In an abandoned theater, Laughers perform a pre-war comedy reel; when the applause cue plays, they detonate simultaneously.

2. “Ash Baptism”

Molotov suiciders conduct a burning ritual in a ruined church; the player can choose to stop or infiltrate the rite.

3. “The Quiet Zone”

The entire town is gone silent — filled with Silent Suiciders. The player’s audio slowly mutes as they approach.

4. “Grab & Go”

Run-and-Grab units attack during caravan escort; if one succeeds in latching, the caravan explodes unless the player shoots the detonator on the back.


 XIII. Optional Advanced Variants

  • Echo Suicider: leaves behind auditory hallucinations post-death.

  • EMP Saint: disables energy weapons, forcing melee.

  • Plasma Vessel: glows green and vaporizes corpses.

  • Frozen Wailer: screams create shockwaves of frost.

  • Shimmer Drone Hybrid: combines human body with drone rotors, dive-bombing settlements.


 XIV. Thematic Summary

Each suicider archetype should communicate a story of how civilization broke itself.
They embody:

  • Desperation (Molotov, Run-and-Grab)

  • Devotion (False Angels, Choir)

  • Deception (Mimics, Cryers)

  • Silence (Whispers, Quiet Man)

  • Mutation (Blight Carriers, Rust Runners)

Together, they transform Fallout 5 combat from predictable gunfights into psychological horror encounters, where the wasteland itself seems eager to explode.


You said:
Here’s a production-ready AI + Animation Behavior Tree you can drop into UE5 or Unity. I’m giving you:
  • Blackboard/Blackboard-style variables

  • Behavior Tree nodes (with priorities & conditions)

  • Animation State Machine (ASM) with transitions

  • Event hooks (VFX/SFX/gameplay)

  • UE5 Blueprint scaffolding + Unity C# pseudocode

  • A JSON-driven variant profile so designers can tune each suicider type (Molotov, Run-and-Grab, Silent, etc.) without touching code


Behavior Model Overview

Core Blackboard (shared across all variants)

  • TargetActor (Actor)

  • HasLOS (Bool)

  • DistToTarget (Float)

  • ChaosTier (Enum: Controlled/Deceptive/Ambush/Frenzied/Ritual)

  • Variant (Enum: Molotov, RunGrab, Silent, etc.)

  • DetonatorArmed (Bool)

  • FuseTime (Float, seconds remaining once armed)

  • EmotionalTemp (Float 0–100)

  • IsGrappling (Bool)

  • IsIgnited (Bool)

  • EnvironmentTag (Enum: Urban, Vault, Swamp, Metro, Factory…)

  • CommandSignal (Bool) // Choir/Puppet linkage

  • CanBeCalmed (Bool) // Dialogue/Charisma path

  • InRitualStance (Bool)

  • DamageTakenRecently (Bool)

  • Staggered (Bool)


Behavior Tree (high level)

BT_Suicider.root

  1. Service: Perception Update (tick: 0.2s)

    • Set TargetActor (closest hostile)

    • Update DistToTargetHasLOS

    • Raise EmotionalTemp when damaged/seeing target/CommandSignal

  2. Selector (Highest Priority First)
    A. Safety/Damage Handling

    • If Staggered == true → Task: RecoverFromStagger (timed) → return

    • If DamageTakenRecently && !DetonatorArmed && Variant in {RunGrab, Molotov, Frenzied} → Task: PanicArmDetonator

    B. Ritual / Choir / Puppet Overrides

    • If CommandSignal == true && HasLOS → Task: SynchronizedDetonation (wait for choir beat / radio peak)

    • If Variant == Silent && HasLOS && DistToTarget < 6m → Task: SilentApproachDetonate

    C. Grapple Path (Run-and-Grab / Latcher)

    • If Variant == RunGrab

      • SequencePathToTarget (sprint+zigzag) → AttemptGrapple (start ASM_Grapple)

      • If IsGrappling == true → Task: LatchAndArm (force fuse=short)

    D. Molotov Path (Firebelly)

    • If Variant == Molotov

      • Decorator: prefer flammable nav mesh areas

      • SequenceSplashFuelCone (if <8m) → IgniteSelf (ASM_Ignition) → RushAndDetonate

    E. Deceptive Path (Cryer/Mimic/Corpse Mule)

    • If ChaosTier == Deceptive

      • SequenceFeignSurrenderOrWound → WaitForApproach (timer or proximity) → TriggerDetonator

    F. Controlled/Tactical Path

    • If ChaosTier == Controlled

      • SequenceUseCoverAdvance → PeekCheckLOS → CommitDetonation when DistToTarget <= Range[Variant]

    G. Ambush Path (Burrow/Silent/Metro)

    • If ChaosTier == Ambush

      • SequenceHideAndHold (cover/holes) → PopUp (shock intro) → ImmediateDetonation

    H. Fallback Chase

    • TaskDirectCharge (strafe/zigzag by EmotionalTemp)

    • TaskArmOnProximity (FuseTime scales with ChaosTier)

  3. Decorator/Services (global)

    • FuseCountdown: When DetonatorArmed==true, decrement; if FuseTime <= 0 → Detonate

    • EmotionRamp: On damage/LOS/command, increase EmotionalTemp (affects locomotion blend & VO set)


Animation State Machine (ASM)

ASM_Suicider (upper: torso layer; lower: locomotion; additive: tremor/heartbeat)

  • Locomotion_Base

    • Idle → Walk → Jog → Sprint_ZigZag (blend by EmotionalTemp)

    • Additives: MicroTremorBreathing_IntensityHandShake

  • Ignition (Molotov)

    • Enter when IsIgnited==true

    • Montage: Douse → Flick_Light → Arms_Wide

    • Notifies: SFX_FlameIgniteVFX_FireDrip, sets DetonatorArmed=true

  • Grapple (Run-and-Grab)

    • Enter on AttemptGrapple success (distance + angle + stamina check)

    • Substates: Tackle_Start → BodyClinch_Loop → Pin_Resistance

    • Branches:

      • PlayerBreaksFree → Stumble_Forward (brief stagger)

      • LatchAndArm → Hug_Tight (root lock) → Detonate

    • Notifies: CameraShake_CloseVO_Panic/Laugh

  • Silent_Approach (Silent)

    • Lower-body slow walk, upper-body still; AudioLowPass cue

    • Transition to Still_Detonate on DistToTarget <= 5m & HasLOS==true

  • Feign (Deceptive)

    • Surrender: hands up → kneel → trembling (loop)

    • Wounded_Crawl: reach toward player; Help_VO

    • Exit to Detonate_PullPin when proximity or timer met

  • Stagger/Recover

    • Hit reactions by damage type (frag/fire/EMP)

    • If EMP (cybernetic), play System_Glitch additive, briefly disable movement

  • Detonate (shared)

    • Variant-branch montages: PullPinThumbSparkCoreBurstHands_Wide_Ritual

    • Notifies: SFX_BeepAccelVFX_CoreGlowGameplay_ExplosionSpawn(VariantElement)

    • Kills actor; spawns element effect (fire pool, radiation, sonic)

Blend Parameters

  • SpeedDirectionEmotionalTempIsIgnitedIsGrapplingDetonatorArmedChaosTierVariant


Key Transitions

  • Locomotion → IgnitionVariant==Molotov && IsIgnited==true

  • Locomotion → GrappleVariant==RunGrab && DistToTarget<2.2m && Angle<35° && Sprinting

  • Locomotion → Silent_ApproachVariant==Silent && HasLOS && DistToTarget<12m && EmotionalTemp<40

  • Any → DetonateDetonatorArmed && (FuseTime<=0 || CommandSignal || IsGrappling || InRitualStance)


UE5 Blueprint Scaffolding (pseudo)

AIController_BP

  • Components: AIPerceptionBlackboardBehaviorTree

  • OnPerceptionUpdated → Set TargetActorHasLOS

  • Tick Service: UpdateEmotionalTemp(); clamp 0–100

BT Tasks (C++/BP)

  • BTTask_PathToTarget (ZigZag if EmotionalTemp>60)

  • BTTask_AttemptGrapple (Sphere trace + angle check; set IsGrappling)

  • BTTask_IgniteSelf (set IsIgnited; play montage; set DetonatorArmed & FuseTime = VariantFuse)

  • BTTask_SynchronizedDetonation (wait for EQS/curve “choir beat” then set Fuse to 0.5s)

  • BTTask_TriggerDetonator (set DetonatorArmed=true; FuseTime=Short)

  • BTTask_UseCoverAdvance (SmartObject cover + peek)

  • BTTask_ImmediateDetonation (safety for Ambush)

AnimNotifies

  • AN_ArmDetonator → set BB DetonatorArmed=true

  • AN_SFX/AN_VFX hooks per montage section

  • AN_ApplyFireWetness (Molotov trail decals)


Unity Implementation Notes (C# pseudocode)

enum ChaosTier { Controlled, Deceptive, Ambush, Frenzied, Ritual } enum Variant { Molotov, RunGrab, Silent, Cryer, Laugher, Burrow, Puppet, Choir, CorpseMule } class SuiciderAI : MonoBehaviour { public Transform target; public ChaosTier chaos; public Variant variant; public bool hasLOS, detonatorArmed, isGrappling, isIgnited, commandSignal; public float distToTarget, fuseTime, emotionalTemp; NavMeshAgent agent; Animator anim; void Update() { Sense(); if (HandleStagger()) return; if (commandSignal && hasLOS) { SynchronizedDetonate(); return; } switch (variant) { case Variant.RunGrab: RunGrabTick(); break; case Variant.Molotov: MolotovTick(); break; case Variant.Silent: SilentTick(); break; default: DefaultChaseTick(); break; } if (detonatorArmed) { fuseTime -= Time.deltaTime; if (fuseTime <= 0f) Detonate(); } UpdateAnimParams(); } void RunGrabTick() { ZigZagAdvance(); if (distToTarget < 2.2f && AngleOK()) AttemptGrapple(); if (isGrappling) { ArmShortFuse(); } } void MolotovTick() { PreferFlammableNav(); if (!isIgnited && distToTarget < 8f) IgniteSelf(); if (isIgnited) RushAndCommit(); } void SilentTick() { if (hasLOS && distToTarget < 6f) ArmShortFuse(); SlowWalkApproach(); } }

Animator ParametersSpeedTurnAngleEmotionalTempIsIgnitedIsGrapplingDetonatorArmedChaosTierVariant


Designer JSON (Data-Driven Variants)

{ "Molotov": { "ChaosTier": "Frenzied", "RunStyle": "ZigZag", "IgniteRangeM": 8.0, "FuseTimeSec": 2.5, "Explosion": { "Type": "Fire", "Radius": 6.0, "Lingering": true }, "AudioSet": "Firebelly", "VFX": ["FireDrip","CoreGlow"], "NavBias": ["Flammable"] }, "RunGrab": { "ChaosTier": "Deceptive", "GrappleAngleDeg": 35, "GrappleRangeM": 2.2, "ShortFuseSec": 1.2, "Explosion": { "Type": "Frag", "Radius": 5.0, "ShrapnelBleed": true }, "AudioSet": "Latcher", "VFX": ["CloseShake"] }, "Silent": { "ChaosTier": "Ambush", "ApproachSpeed": "Slow", "DetonateLOSRangeM": 5.0, "FuseTimeSec": 0.8, "Explosion": { "Type": "Sonic", "Radius": 10.0, "Disorient": true }, "AudioSet": "Whisper", "AudioFX": ["LowPass", "Heartbeat"] } }

Event Hooks (shared)

  • OnDetonatorArmed → UI pulse + controller rumble + danger VO bark

  • OnFuseTick (each 0.25s) → pitch-up beep (except Silent)

  • OnGrappleStart → lock player aim sway + camera push-in

  • OnDetonate → spawn Explosion_Variant + decal + lingering zone (fire/rad/sonic)

  • OnEMPHit (cybernetic) → disable AI movement 1.2s; play glitch additive


Testing & Tuning Cheats

  • Console: ai.suicider.setVariant Molotovai.suicider.setEmotion 80

  • Toggle: ai.suicider.debugVision (draw LOS cones / fuse timers)

  • EQS: “FlammableDensity”, “CoverStepAdvance”, “AmbushHoles”


What you can ask next

If you want, I can:

  • Output UE5 Behavior Tree asset list and Anim Montage sections (names you can paste into your content browser)

  • Generate Unity Animator Controller (state names + transition conditions) and ScriptableObject definitions for the JSON above

  • Provide Grapple mini-game interaction (button mash vs. precision disarm) with input timelines and UI prompts

You said:


Suicider Chaser (Runner/Hider Predator)

Core Fantasy

A relentless pursuer that accelerates when the player flees and switches to investigative search when the player breaks line-of-sight. Think “bloodhound + parkour raider + trap-sensing fanatic.”


Blackboard (new/important keys)

  • PlayerVelocity (Float) — magnitude of player speed

  • PlayerNoiseLevel (Float 0–1) — footfalls, weapon swaps, doors

  • LKP (Vector) — Last Known Position of player

  • LOSBreakTime (Float, sec) — time since LOS lost

  • BreadcrumbQueue (Array<Vector>) — footprints, open doors, recent sound pings

  • SearchRegion (NavArea/Volume) — computed from LKP + breadcrumbs

  • BurstMeter (Float 0–100) — sprint burst resource

  • ParkourPossible (Bool) — vault/slide path valid

  • DoorWeakness (Enum: None/Push/Kick/Explosive)

  • ScentTrack (Float 0–1) — optional “odor” leak from blood/chems/rads

  • AmbushSpots (Array<CoverPoint>) — corners/thresholds around LKP

  • TrapSuspicion (Float) — increases if the player drops mines/decoys near choke points


Behavior Tree (focused subtree)

BT_Chaser.root

  1. Service: Perception/Clues (0.15s)

    • Update HasLOSDistToTargetPlayerVelocityPlayerNoiseLevel

    • If HasLOS: set LKP = TargetActor.Location; push to BreadcrumbQueue

    • If footstep/door event heard: append breadcrumb

    • Raise TrapSuspicion when spotting mines/decoys in narrow spaces

  2. Selector (priority)

A) Direct Pursuit

  • Condition: HasLOS == true

  • Sequence:

    1. Task: EngageSprintBurst

      • If BurstMeter > 35 or PlayerVelocity > SprintThreshold → sprint mode

      • Blend path style: strafe/zigzag if within 10–18m; straight line beyond

    2. Task: ChaseWithPredict

      • Predict intercept point: TargetPos + TargetVel * leadTime

      • If ParkourPossible → Vault/Slide tasks over minor obstacles

    3. Task: ProximityDetArm

      • Arm the detonator when < chaseCommitRange (varies by difficulty)

    4. Decorator: If DistToTarget < GrabRange and variant supports: AttemptGrapple (else, hard commit detonation)

B) Reacquire (Search Mode)

  • Condition: HasLOS == false && LOSBreakTime < SearchWindow

  • Sequence:

    1. Task: MoveToLKPFast (cautious speed if TrapSuspicion high)

    2. Task: SpiralSearch around LKP (inward–outward rings or EQS sweep)

    3. Task: InspectBreadcrumb

      • Pop newest breadcrumb → move/peek; if clue confidence is high, set new LKP

    4. Task: ProbeAmbushSpots

      • Peek corners/doorways → short “lean & listen” (2–3 sec)

    5. Parallel: ListenPulse (gate by PlayerNoiseLevel/ScentTrack)

    6. Decorator: If ScentTrack > 0.6 || PlayerNoiseLevel spike → HardPivotToNoise (sprint)

C) Breach & Path Forcing

  • Condition: Door/wall blocks the shortest path and DoorWeakness != None

  • Selector:

    • KickDoor if light door, else ShoulderBash, else PlantCharge (tiny timed breacher)

    • On success → ShortBurstAdvance

D) Caution vs. Traps

  • Condition: TrapSuspicion > T_high

  • Sequence:

    • Task: TossJunkProbe (throws debris to trigger mines)

    • Task: PathReplanWide (wider arc, avoids chokepoints)

    • Then rejoin Reacquire or Direct Pursuit

E) Fallback Patrol

  • If LOSBreakTime >= SearchWindow:

    • Task: BroadcastHowl (aggro VO; calls nearby allies)

    • Task: ReturnToHuntLoop (reduced speed, resets suspicion slowly)

Global Decorators/Services

  • FuseCountdown when armed

  • BurstRegen when not sprinting

  • FearStimulus: If player aims high-caliber at short range → micro-zigzag + short crouch step


Animation State Machine (additions)

ASM_Chaser

  • Locomotion_Chase

    • Run_FwdSprint_ZigZagStrafe_Fwd45SlideVault_ShortVault_Long

    • Additives: Lean_Peek_L/RListen_StillSniff_Short

  • Search_Investigation

    • ApproachSlow → LeanCorner → ListenHold → ShoulderPeek → StepBack

    • CrouchInspect (tracks/scuffs) with hand sweep anim + head dip

    • Door_TestHandle → Kick/Bash (branch by DoorWeakness)

  • Breach

    • KickDoorShoulderBashPlantCharge (with timer & flinch loop)

    • Notifies: SFX_DoorImpactVFX_Splinters, optional SFX_BreacherBeep

  • Commit/Detonate

    • Sprint_Commit (lowered head, arms tight) → PullPin or CoreOverload

    • Camera shake ramp + heartbeat sidechain

Blend params: SpeedBurstMeterHasLOSLOSBreakTimeIsBashingIsBreachingDetonatorArmedTrapSuspicion


UE5 Tasks (concrete hooks)

  • BTTask_EngageSprintBurst

    • If PlayerVelocity > X → BurstMeter -= drainRate; set MaxSpeed = Sprint; play Sprint_ZigZag

  • BTTask_ChaseWithPredict

    • Predict the target using FMath::VInterpTo toward Target + TargetVel * t

  • BTTask_SpiralSearch

    • Generate EQS ring points around LKP; pick by cover/visibility

  • BTTask_InspectBreadcrumb

    • Consume breadcrumb; if fresh (<10s), raise clue confidence; set LKP

  • BTTask_BreachDecision

    • Query door health; select Kick/Shoulder/Charge; set montage branch

  • BTTask_TossJunkProbe

    • Spawn a small physics prop along the nav-path to trigger traps

  • BTService_ListenPulse

    • Every 0.5s, raycast toward sound sources; if hit occluder thin, mark ParkourPossible

  • BTTask_PathReplanWide

    • Recompute path with “AvoidChoke” nav filter

AnimNotifies

  • AN_FootstepLoud → raises PlayerNoiseLevel feedback loop potential

  • AN_BreachImpact → apply camera shake to the nearby player

  • AN_ArmDetonator → set DetonatorArmed=true; FuseTime = VariantFuseChase


Unity C# (tick highlights)

void Update() { SenseTarget(); // updates HasLOS, LKP, PlayerVelocity, PlayerNoiseLevel if (HasLOS) { ChaseWithPredict(); if (ShouldSprint()) EngageBurst(); if (InGrappleRange()) TryGrappleOrCommit(); } else if (timeSinceLOS < searchWindow) { MoveToLKP(); SpiralSearch(); InspectBreadcrumbs(); if (HighNoiseOrScent()) HardPivotToNoise(); } else { BroadcastHowl(); ReturnToHuntLoop(); } HandleDoorsAndTraps(); HandleFuse(); UpdateAnimator(); }

Designer Tuning (Scriptable profile)

{ "SuiciderChaser": { "SearchWindowSec": 18, "Burst": { "Max": 100, "DrainPerSec": 22, "RegenPerSec": 10, "MinToEngage": 35 }, "PredictLeadSec": 0.45, "CommitRangeM": 6.0, "GrappleRangeM": 2.0, "ZigZagStartM": 18.0, "ZigZagAmplitude": 0.65, "DoorBreach": { "KickHP": 120, "ShoulderHP": 220, "HasCharge": true }, "TrapCaution": { "SuspicionThresh": 0.6, "ProbeChance": 0.7 }, "ClueDecaySec": 14, "ScentSensitivity": 0.55, "FuseOnCommitSec": 1.4 } }

Player Readability & Fairness

  • Telegraphing while fair:

    • Sprint inhale + arm pump when burst triggers

    • Audible “handle rattle” before kicks; short red glint on pull pin

    • Distinct listen/peek pose during search (chance to escape or flank)

  • Counters:

    • Sound discipline (sneak/soft shoes) reduces BreadcrumbQueue growth

    • Cover clutter breaks ZigZag lines → forces breach/slow search

    • Decoys (thrown radios) spawn fake breadcrumbs

    • Foil breach with bar locks (buy time)


Encounter Blueprint (example)

“Subway Predator”

  1. Player breaks LOS in metro tunnel → Chaser sets LKP at the corner.

  2. Chaser enters Search_Investigation: lean, listen, sniff.

  3. Player tosses decoy radio → HardPivotToNoise.

  4. Player sprints to service ladder → Chaser detects ParkourPossible, transitions to Vault_Long and re-acquires.

  5. At 6m, CommitRange reached → FuseOnCommit (1.4s).

  6. Player shoots detonator mid-charge to disarm (skill check) or dives behind pillar.


VFX/SFX Cues

  • Chase Burst: wind rush layer, footstep cadence doubles, breath rasp

  • Search Mode: low-pass filter + subtle “sniff” and fabric creak

  • Breach: layered wood/metal splits + dust plume decal

  • Commit: heartbeat sidechain + UI vignette pulse if within lethal radius


QA Hooks / Debug

  • ai.chaser.showEQS 1 — draw spiral search points & breadcrumbs

  • ai.chaser.forceBreach — force breach pathing on next door

  • ai.chaser.burst 100 — refill BurstMeter

  • Heatmap log: time to reacquire after LOS break; false breadcrumb rate; trap deaths

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