Advanced Pip-Boys: A Next-Gen Fallout Design Blueprint

 

Advanced Pip-Boys: A Next-Gen Fallout Design Blueprint

I. Philosophy of Next-Gen Pip-Boys

An advanced Pip-Boy cannot feel like a modern smartphone.
It must feel:

  • Industrial and rugged

  • Retro-futuristic: knobs, dials, vacuum-tube aesthetics

  • Built with pre-war excess + post-war improvisation

  • Upgradeable, modular, scavenger-friendly

  • Integrated into combat, exploration, settlement, and narrative systems

The goal:
A device that feels like a symbol of identity, survival, and history—not just a menu UI.


II. CATEGORIES OF ADVANCED PIP-BOY EVOLUTION

1. Evolution Path A: The Industrial Military Line (Vault-Tec + U.S. Military)

These represent what the U.S. military would’ve field-tested during last-years of the Resource Wars.

Pip-Boy M-Series (Military Tactical Units)

  • Arm-mounted like classic models

  • Hardened steel casing with anti-EMP shielding

  • Slot-based modules for:

    • Target Acquisition Overlay (marks enemies, like VATS without pausing)

    • IFF HUD layer (friend/foe tags)

    • Ballistic calculator for long guns

    • Combat log recorder (stores hit analysis, shot trajectory data)

  • Radiation Auto-Purge system (absorbs a spike once a day, prevents death)

  • Night Ops Mode (green phosphor display + quiet buttons)

Design inspiration: early 80s military computers, tactical wrist rigs.


2. Evolution Path B: Scientific Prototype Line (Vault-Tec Black Projects)

Built in secret Vault-Tec laboratories, never intended for civilian use.

Pip-Boy Omega

  • Quantum-assisted processor that updates instantly

  • Biometric neural link for fast menu access

  • Holographic projection screen usable with gloves

  • Visual style:
    Chrome + glass, blinking indicator lights, eerie hum of experimental tech.

Special Functions:

  • Vault-Casualty Detection Network (picks up encrypted signals of other Pip-Boys)

  • Genetic Profile Scanner (detects mutations, parasite loads, latent abilities)

  • Zero-Point Energy Radar (reveals anomalies, rifts, or pre-war experiments)

This is the kind of Pip-Boy Kreel or an elite scientist would guard with their life.


3. Evolution Path C: The Civilian Personal Line (Open Market Pre-War Models)

These are “Pip-Boy for the masses,” shipped in limited test cities before the bombs.

Pip-Boy Personal 3.0

  • Lighter plastic casing

  • Interchangeable faceplates (pre-war fashion)

  • Lifestyle apps: calories, step tracker, mood monitor

  • Home Integration: controls Mr. Handy, doors, kitchen, thermostats

  • Built-in micro-projector for pre-war entertainment

The perfect “toy” for a Vault citizen or wealthy pre-war resident.


4. Evolution Path D: Post-War Improvised Factions

After the bombs, each faction would evolve the Pip-Boy differently.

Brotherhood of Steel: Pip-Knight Interface

  • Mounted to Power Armor gauntlet

  • Reinforced frame

  • Connects to:

    • Power Armor diagnostics

    • Weapon charge indicators

    • Targeting overlays

    • Enemy tech tagging

  • Has a “Scrub Mode” for disabling hacked or corrupted circuitry

Railroad: Ghost-Pip Variant

  • Stripped of all Vault-Tec telemetry

  • Anti-tracking firmware

  • Spoofs Pip-Boy IDs

  • Can falsify Gen-3 courser signals

  • Lightweight design to reduce detection by sensors

Institute: Pip-Grade Holographic Wrist Interface

  • No physical screen—thin hologram panel

  • Magnetic field ring generator around wrist

  • Nanoscale processors

  • Can sync with synth partners, drone cameras, and CORES

  • Stealth Mode:
    Projects no visible light, only tactile feedback

Raider Retrofit: Junkyard Monster Builds

  • Patchwork of terminals, radios, children’s toys

  • Fortified with plate metal and spikes

  • Overclocked processors scavenged from robots

  • Rare ability:
    “Overdrive Mode” temporarily boosts actions but may fry circuits


III. ADVANCED FEATURES THAT SHOULD EXIST ACROSS ALL MODELS

1. Augmented Reality HUD

Not too modern—think 1950s film grain projection:

  • Compass overlay

  • Ammo indicator in view

  • VATS “soft lock” without stopping time

  • Radiation field outlines

  • Pip-Boy Quests projected as tiny floating text

2. Life-Form Scanner

Not a Pokedex—limited, gritty, slow. Scans reveal:

  • Blood samples

  • Infection signs

  • Mutations

  • Heat signatures behind walls (low-res)

3. Environmental Mapping

Generates a real-time 3D representation of:

  • Underground tunnels

  • Vault corridors

  • Ruins

  • Wildlife trails

  • Settlement wiring

4. Emotion / Stress Monitor

Tracks:

  • Adrenaline spikes

  • Heart rate

  • Radiation poisoning effects

  • Psych evaluation drift if using chems

Could unlock special dialogue or survival warnings.

5. Trade, Faction, and Caravan Integration

Especially relevant to your caravan faction work:

  • Shows faction influence per region

  • Tracks caravans in real-time (radio beacons)

  • Trade economy fluctuations

  • Caravan guard loyalty scores

  • Supply shortages and sabotage attempts

6. Modular Hardware Slots

To avoid smartphone comparisons:

  • Vacuum-tube amplifier slot

  • Hardened cassette reader

  • Miniaturized fusion micro-cell

  • Interchangeable lens modules

  • Old-world circuit cartridges

7. Settlement Construction Mode

Connects with Beacon Systems and Vault X-21 nodes:

  • Deploy build beacons

  • View construction progress in real-time

  • Assign workers (human or robotic)

  • Manage defense grids

  • Track morale and resource flows


IV. AESTHETIC EVOLUTION

1. Retro-Industrial

  • Steel knurling

  • Amber CRT displays

  • Glow-in-the-dark numbers

  • Heavy, wrist-weighing presence
    Feels like a piece of machinery, not a gadget.

2. Holographic Retro-Futurism

  • Blue/green holographic plates

  • Flicker effects

  • Whirring sound when switching tabs

3. Vault-Tec Corporate Luxury

  • Gold trim

  • Marketing slogans etched on the back

  • “Vault-Tec Approved” seal

4. Wasteland Improvised

  • Scrap metal shielding

  • Duct tape

  • Dog-tags used as buttons

  • Fluctuating radio static in menus


V. SPECIAL EDITION PIP-BOYS (EXTREMELY RARE)

Pip-Boy “Ghost Shell”

Found in dead Vault ruins; phase-shift hardware from Vault X-21.

  • Lets you briefly see into Echo Zones

  • Displays ghost suits or past trauma echoes

  • Used for your Ghost Companion systems

Pip-Boy “Revelator”

Forged with Ashen Reign crystalline tech:

  • Gives predictive combat projections

  • Tracks Ashen Rifts and Crucible Zones

  • Displays propaganda-blocking filters

Pip-Boy “Iron Mind Interface”

For AI suit integration:

  • Projects internal suit HUD

  • Tracks suit Sentience Level

  • Allows emotional bonding sequences

  • Unlocks loyalty perks for AI-powered armor


VI. GAMEPLAY EFFECTS OF ADVANCED PIP-BOYS

Exploration

  • Deeper scanning

  • Anomaly tracking

  • Secret vault entrypoints

Combat

  • Dynamic HUD layers

  • Player “combat mood” readings

  • Suit, weapon, or mutation synergy

Narrative

  • Pip-Boy history logs

  • Player “identity profile” tracked across factions

  • AI emotional responses (from Ghost Companions or suit AIs)

Settlements

  • Full integration with construction workers

  • Caravan economics

  • Crisis alerts

  • Radio relay networks


VII. FINAL SUMMARY

Advanced Pip-Boys should feel like:

  • Vault-Tec’s over-engineered relics

  • Wasteland factions’ improvised masterpieces

  • Experimental black-site devices with eerie power

  • Evolution-ready interfaces for your settlement, suit, faction, and companion systems

Not smartphones.
Not sleek sci-fi.
But bold, rugged, retro-futuristic wrist computers built with the aesthetics and philosophy of Fallout—blending industrial design with real gameplay benefits and deep lore integration.


I. COMPLETE PIP-BOY UPGRADE TREE

Three tiers
Five module branches
Cross-branch synergy perks


A. PIP-BOY MODULE BRANCHES

  1. Combat & Tactical Systems

  2. Exploration & Scanning Systems

  3. Survival & Medical Systems

  4. Settlement, Caravan & Beacon Systems

  5. Specialized Faction-Tech Systems

Each branch has:

  • Tier 1: Basic

  • Tier 2: Advanced

  • Tier 3: Prototype / Legendary


BRANCH 1 — COMBAT & TACTICAL SYSTEMS

Tier 1 Modules

• Tactical Target Overlay (TTO-1)

Basic VATS-adjacent targeting lines, no slow motion.

• Ammo Telemetry Reader

Shows ammo type, magazine integrity, weapon heat.

• Ballistic Arc Predictor (Mk I)

Short-range bullet trajectory guide for rifles and bows.

Tier 2 Modules

• Threat Matrix (TTO-2)

Outlines enemies through light cover; identifies weapon type.

• Combat Awareness Suite

Detects flanking attempts; increases perception during combat.

• Ballistic Arc Predictor (Mk II)

Full drop calculations; synergizes with sniper rifles.

Tier 3 Modules (Prototype / Legendary)

• Omega-VATS Neural Link

Instant threat assessment; can mark weak points without entering VATS.

• Zero-Point Combat Radar

Detects invisible enemies, cloaked chameleon suits, and ghost suits.

• Target Acquisition AI (Pre-War Black Project)

Predicts enemy movement pattern based on psychology + armor type.


BRANCH 2 — EXPLORATION & SCANNING SYSTEMS

Tier 1 Modules

• Basic Geo-Mapper

Updates local map automatically.

• Lifeform Scanner (Mk I)

Identifies animals, mutants, humans within 10 meters.

• Vault Signal Receiver

Detects faint Pip-Boy transmissions.

Tier 2 Modules

• Geo-Mapper (Mk II)

Reveals underground structures and hidden tunnels.

• Lifeform Scanner (Mk II)

Breaks down health, limb integrity, radiation sickness.

• Ruin Archaeology Analyzer

Shows “structures of interest” (vault doors, labs, secret panels).

Tier 3 Modules

• Quantum Echo Scanner

Reveals “temporal shadows” of past events (for Ghost Suit/Unshackled narratives).

• Anomaly Radar

Marks Riftstorms, Crucible Zones, Vault X-21 fissures.

• Vault-Link System (Omega)

Allows remote connection to vault terminals over long distances.


BRANCH 3 — SURVIVAL & MEDICAL SYSTEMS

Tier 1 Modules

• Bio-Metric Skinreader

Shows hunger, thirst, fatigue, chem effects.

• Radiation Purge Pump (Mk I)

Reduces one radiation spike per day.

• Auto-Medical Log

Records damage sources for later doctor/medic bonuses.

Tier 2 Modules

• Adrenal Overdrive Monitor

Temporary damage boost when health is low.

• Med-X Smart Injector

Auto-triggers Med-X under critical limb damage (once per day).

• Radiation Purge Pump (Mk II)

Neutralizes radiation fields for 30 seconds.

Tier 3 Modules

• Genetic Mutation Analyzer

Detects mutation potential + warns about irreversible changes.

• Symbiosis Core (Prototype)

Enhances healing in mutated or augmented characters.

• Aura Monitor

Detects fear/stress in NPCs, unlocking unique dialogue.


BRANCH 4 — SETTLEMENT, CARAVAN & BEACON SYSTEMS

Tier 1 Modules

• Construction Beacon Link (Mk I)

Read/write access to build beacons.

• Caravan GPS Network

Tracks your caravan locations on the Pip-Boy map.

• Settler Mood Monitor

Displays settlement morale and needs.

Tier 2 Modules

• Beacon Auto-Blueprint Sync

Assigns robots/humans to construction queues.

• Caravan Defense Alerts

Warns of raider ambushes, route blockages.

• Settlement Grid Visualizer

Shows wiring, power distribution, defense grid.

Tier 3 Modules

• Vault X-21 Node Integration

Unlocks underground expansion networks, secret tunnels.

• Trade AI Matrix

Predicts market shifts, allowing exploitation of regional shortages.

• Town Heart Integration (Emotion Core)

Links your settlement to a sentient AI node for bonuses (post-game system).


BRANCH 5 — SPECIALIZED FACTION-TECH SYSTEMS

Brotherhood of Steel Modules

• KnightLink Armor Interface

Real-time Power Armor diagnostics.

• Anti-Tech Scrub

Disables traps, turrets, rogue robots.

• Lancer Eye

Targets vertibird and aircraft signatures.

Railroad Modules

• Ghost-Pip Spoofing System

Erases tracks, masks ID.

• Courser Decryption Key

Reads courser logs; break-ins possible.

• Neural Freedom Trigger

Reprograms synths who want to defect.

Institute Modules

• HoloCore UI

Holographic Pip-Boy with silent menus.

• Synth Network Mesh

Accesses drones and cameras.

• Quantum Archive Access

Institute-only data vault entries.

Gunner / Raider Modules

• Overdrive Booster

Temporary combat boost, may fry circuits.

• Repurposed Recon Link

Steals BOS or NCR signals.


II. CROSS-BRANCH SYNERGY PERKS

• Scout Commander

(Exploration + Settlements)
Your map generates trade routes, wildlife migrations, and raider hotspots.

• Ghost Hunter

(Exploration + Combat + Faction Tech)
Enemies using stealth/chameleon gear are outlined automatically.

• Tech Warlord

(Combat + Settlements + Faction Tech)
Your settlements gain automated turrets calibrated to your Pip-Boy’s combat data.

• Mutation Tracker

(Survival + Exploration)
Detects nearby evolved infected, mutants, or Vault X-21 aberrations.


III. FULL FACTION-SPECIFIC PIP-BOY QUESTLINES

These quests revolve around unlocking faction-based modules, upgrades, or unique Pip-Boy skins.


A. Brotherhood of Steel Questline

Questline: “The Armored Circuit”

Step 1 — Retrieve the Lost Squire

A Brotherhood squire vanished with an experimental Pip-Boy add-on.
Track the squire via intermittent radio pings.

Step 2 — Fight the Tech Raiders

A raider tech cult is trying to reverse engineer the module.

Step 3 — Deliver the T1 KnightLink Interface

You unlock the Brotherhood T1 module.

Final Step — The Paladin’s Oath

Gain access to:

  • KnightLink Mk III

  • Anti-Tech Scrub

  • Lancer Eye


B. The Railroad Questline

Questline: “Wipe the Slate”

Step 1 — The Lost File

Rescue a synth who has faulty memory-blocking.
Your Pip-Boy learns Spoofing Mk I.

Step 2 — Encrypt the Chains

Install your first neural encryption microdrive.

Step 3 — Ghost Protocol

Infiltrate an Institute satellite bunker unnoticed.

Final Step — Clean Slate

Unlock:

  • Ghost-Pip Spoofing Mk III

  • Courser Decryption Key

  • Neural Freedom Trigger


C. The Institute Questline

Questline: “The Holographic Mandate”

Step 1 — Observation Test

The Institute tests your Pip-Boy to see if it can run HoloCore.

Step 2 — Drone Command Initiation

Gain limited drone-camera control.

Step 3 — Quantum Archive Breach

Gain access to experimental logs.

Final Step — HoloCore Integration

Unlock:

  • HoloCore UI

  • Synth Network Mesh

  • Quantum Archive Access


D. Raider / Gunner Questline

Questline: “Circuit-Blood”

Step 1 — The Chop-Job

A Gunner tech crew wants to overclock your Pip-Boy.

Step 2 — The Test (Raid Underground Arena)

Survive a mech-arena built from Power Armor parts.

Step 3 — The Prize

Upgrade to Repurposed Recon Link.

Final Step — Burnout or Glory

Choose between:

  • Overdrive Booster (unstable, high risk)

  • Hardwired Booster (stable, weaker)


E. Vault X-21 / Ghost Suit Questline

Questline: “Echoes in the Walls”

Step 1 — The Vault-Lock Resonance

Your Pip-Boy reacts to a locked Vault X-21 door.

Step 2 — The Trauma Echo

Follow spectral echoes of former test subjects.

Step 3 — The Ghost Node

Discover the Echo Scanner.

Final Step — Warden of the Depths

Unlock:

  • Quantum Echo Scanner

  • Ghost Suit Integration

  • Rift Anomaly Radar


F. Caravan & Settlement Faction Questline

(For your merchant/city-builder system.)

Questline: “The Heart of the Town”

Step 1 — Caravan in Distress

Help a caravan survive a sabotage attack.

Step 2 — The Trade War

Compete against rival factions to secure trade routes.

Step 3 — The Emotion Core

Link the settlement's Emotion Core to your Pip-Boy.

Final Step — Peace or Profit

Unlock:

  • Town Heart Integration

  • Trade AI Matrix

  • Caravan Defense Grid Sync


I. UNIQUE LEGENDARY PIP-BOYS FOR EACH FACTION

These are one-of-a-kind wrist computers—not reskins—each with its own lore, special abilities, visuals, and side effects.


1. Brotherhood of Steel — Pip-Boy Paladin Mk IX

Lore

Recovered from a pre-war Enclave-Brotherhood skirmish zone.
Reinforced with advanced plating and Knight-level integration.

Visual Style

  • Matte black steel

  • Red tactical glow

  • Embossed Brotherhood insignia

  • Larger armored casing with rotating dials

Abilities

  • Targeting Servo Premium
    Auto-highlights weak points in Power Armor, robots, turrets.

  • KnightLink Mk IX
    Full Power Armor control (diagnostics, coolant purge, servo strength tuning).

  • Threat Matrix EX
    Slows time by 10% when low on health (no VATS).

Side Effect

Consumes more fusion cell power when connected to Power Armor.

Unlock Quest

“The Armored Ghost” — explore a sealed pre-war battlefield beneath a collapsed bunker.


2. The Institute — Pip-Boy HoloCore Prime

Lore

Prototype built just before the war by a secret Vault-Tec/Institute collaboration.

Visual Style

  • No physical screen

  • Floating holographic UI panel

  • Cold blue light

  • Almost silent operation

Abilities

  • Quantum Logic Engine
    Near-instant menu switching and weapon selection.

  • Synth Network Mesh Ultra
    See through synth eyes and drone cameras.

  • Holo-Projection Shield
    Emits a 2-second directional hologram to confuse enemies.

Side Effect

If damaged, glitches cause screen flickers and momentary blindness.

Unlock Quest

“The Holographic Mandate: Prime Directive” — complete an experimental ethics dilemma imposed by Institute scientists.


3. The Railroad — Pip-Boy Ghostframe Ω

Lore

Built by runaway Institute researchers who created a “shadow tech” variant.

Visual Style

  • Matte white carbon polymer

  • Minimalist display

  • Infrared stealth LED glow (barely visible)

  • Small vent fans for cooling “ghost processors”

Abilities

  • GhostID Complete Wipe
    Makes you invisible to all scanners, turrets, and synth identifiers for 15 seconds.

  • Courser Mindbreaker
    Stealth-hacks a courser chip to find secret patrols.

  • Silent Interface
    No sound from menus; opening the Pip-Boy is silent.

Side Effect

Cannot use Brotherhood or Raider tech modules.

Unlock Quest

“Wipe the Slate: Omega Drop” — erase your own Pip-Boy ID, then rebuild it.


4. Raiders / Gunners — Pip-Boy Junk Reaper X

Lore

Built inside a Gunner workshop out of scavenged military tech, Mr. Handy guts, and stolen Enclave circuits.

Visual Style

  • Exposed wiring

  • Welded steel plates

  • Rotating buzz-saw aesthetic

  • Neon green and blood-red LEDs

Abilities

  • Overdrive Fury
    Increases damage + attack speed, but adds self-damage risk.

  • Enemy Tech Theft
    Hijacks turrets/robots temporarily.

  • Threat Tracker Rage Mode
    Outlines enemies in blood red during combat.

Side Effect

May randomly “glitch” and force Overdrive activation.

Unlock Quest

“Circuit-Blood: The Test Pit” — survive the Gunner arena.


5. The Minutemen — Pip-Boy Sentinel’s Beacon

Lore

An old military prototype used by minutemen officers long before the bombs.

Visual Style

  • Rusted but noble

  • American steel-blue screen

  • Ribbon-style interface menus

  • Physical toggle switches

Abilities

  • Beacon Commander Module
    Controls artillery from anywhere in the region.

  • Militia Rally Pulse
    Boosts allied settlers’ combat accuracy.

  • Town Guardian Suite
    Auto-highlights settlement threats on the map.

Side Effect

Requires periodic manual recalibration.

Unlock Quest

“The Sentinel’s Return” — defend three settlements with no casualties.


6. Enclave (Hidden Faction) — Pip-Boy Echelon Black-0

Lore

Final Enclave prototype with classified hardware nearly indistinguishable from modern covert ops tech.

Visual Style

  • Stealth-black ceramic composite

  • Thin green CRT strip display

  • Micro-lens array along the top

  • Ultrasonic hum

Abilities

  • Biometric Intercept
    Reads enemy heartbeat through walls.

  • Black Ops VATS
    Instantly tags enemies for silent melee kills.

  • Federal Override Key
    Unlocks ANY pre-war security door.

Side Effect

Heavy karma penalties for using “classified” options.

Unlock Quest

“Echelon Protocols” — complete a full Enclave indoctrination simulation.


7. Caravan Guild / Merchant Alliance — Pip-Boy Mercator Deluxe

Lore

A pre-war corporate trading Pip-Boy used by caravan CEOs.

Visual Style

  • Burnished brass

  • Leather wrist brace

  • Mechanical clicking dials

  • Bright amber screen

Abilities

  • Trade Forecast AI
    Predicts market crashes and shortages.

  • Caravan Guardian Protocol
    Buff followers on trade routes.

  • Economy Scanner
    Shows hidden black market traders.

Side Effect

Has no combat bonuses.

Unlock Quest

“The Heart of the Town: Mercator’s Legacy”


II. THE RESEARCH LAB SYSTEM (Module Crafting & R&D Progression)

Every Pip-Boy upgrade requires scientific, technical, and faction-based research.

The Research Lab has three departments:

  1. Mechanical/Hardware Research

  2. AI & Software Research

  3. Energy, Radiation & Exotic Science

Each module upgrade goes through:

  • Tier 1 → Unlock Research

  • Tier 2 → Prototype Research

  • Tier 3 → Final Crafting


A. RESEARCH DEPARTMENT 1 — MECHANICAL / HARDWARE

Required Equipment

  • Workbench

  • Micro-tool set

  • Soldering station

  • Vacuum-tube printer

  • Armor-grade wiring tools

Crafting Materials

  • Copper

  • Steel

  • Gears

  • Ballistic fiber

  • Conductors

  • Servo motors

  • Hardened circuits

Upgrades Produced

  • Targeting overlays

  • Ballistic predictors

  • Armor-interface modules

  • Compass & mapping hardware

  • Settlement beacon link ports

Special Projects

  • KnightLink Armor Interface Mk III

  • Anti-Tech Scrub Unit

  • Construction Beacon Auto-Link


B. RESEARCH DEPARTMENT 2 — AI & SOFTWARE

Required Equipment

  • Mainframe terminal

  • Synth-logic core

  • Decryption room

  • Data fragmentation tools

Crafting Materials

  • AI chips

  • Institute optical drives

  • Courser chips

  • Encryption tapes

  • Memory holotapes

  • Holo-circuit boards

Upgrades Produced

  • Threat Matrix

  • Ghost-Pip Spoofing

  • Synth Network Mesh

  • Trade Forecast AI

  • Target Acquisition AI

Special Projects

  • Quantum Logic Engine

  • Courser Mindbreaker

  • Black Ops VATS


C. RESEARCH DEPARTMENT 3 — ENERGY, RADIATION & EXOTIC SCIENCE

Required Equipment

  • Radiation chamber

  • Containment field projector

  • Zero-point lens rig

  • Cryogenic workstation

Crafting Materials

  • Fusion cells

  • Nuclear material

  • Cryo-fluid

  • Zero-point shards (for Riftstorm lore)

  • Mutagenic residue (for Vault X-21)

Upgrades Produced

  • Radiation Purge Pumps

  • Zero-Point Combat Radar

  • Genetic Mutation Analyzer

  • Aura Monitor

  • Anomaly Radar

Special Projects

  • Quantum Echo Scanner

  • Ghost Suit Integration

  • Symbiosis Core


III. CRAFTING REQUIREMENTS BY MODULE TIER


TIER 1 MODULES (Basic)

Requirements

  • Level 1 Research Lab

  • 4–6 common materials

  • No exotic components

  • 50–75 caps

Examples

  • Basic Geo-Mapper

  • Bio-Metric Skinreader

  • Construction Beacon Link

  • Ammo Telemetry Reader


TIER 2 MODULES (Advanced)

Requirements

  • Level 2 Research Lab

  • 1–2 rare materials

  • Faction access or perk

  • 250–350 caps

Examples

  • Combat Awareness Suite

  • Lifeform Scanner Mk II

  • Caravan Defense Alerts

  • Settler Grid Visualizer


TIER 3 MODULES (Prototype/Legendary)

Requirements

  • Level 3 Research Lab

  • Exotic materials

  • Faction loyalty or quest completion

  • Electrical engineering or science perk

  • 800–1,200 caps

Examples

  • Omega-VATS Neural Link

  • Vault X-21 Node Integration

  • Zero-Point Combat Radar

  • Ghost Suit Integration

  • Lancer Eye Mk III


IV. R&D PROJECT TREE FLOW (Gameplay Structure)

  1. Discover Module Blueprint (loot, faction reward, boss fight)

  2. Bring Blueprint to Research Lab

  3. Research Phase (1–4 in-game hours)

  4. Prototype Crafting

  5. Live Field Test (mini-quest)

  6. Final Module Unlock

This system encourages exploration, scavenging, and factions.




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