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:
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Industrial and rugged
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Retro-futuristic: knobs, dials, vacuum-tube aesthetics
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Built with pre-war excess + post-war improvisation
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Upgradeable, modular, scavenger-friendly
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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)
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Arm-mounted like classic models
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Hardened steel casing with anti-EMP shielding
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Slot-based modules for:
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Target Acquisition Overlay (marks enemies, like VATS without pausing)
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IFF HUD layer (friend/foe tags)
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Ballistic calculator for long guns
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Combat log recorder (stores hit analysis, shot trajectory data)
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Radiation Auto-Purge system (absorbs a spike once a day, prevents death)
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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
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Quantum-assisted processor that updates instantly
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Biometric neural link for fast menu access
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Holographic projection screen usable with gloves
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Visual style:
Chrome + glass, blinking indicator lights, eerie hum of experimental tech.
Special Functions:
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Vault-Casualty Detection Network (picks up encrypted signals of other Pip-Boys)
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Genetic Profile Scanner (detects mutations, parasite loads, latent abilities)
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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
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Lighter plastic casing
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Interchangeable faceplates (pre-war fashion)
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Lifestyle apps: calories, step tracker, mood monitor
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Home Integration: controls Mr. Handy, doors, kitchen, thermostats
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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
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Mounted to Power Armor gauntlet
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Reinforced frame
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Connects to:
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Power Armor diagnostics
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Weapon charge indicators
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Targeting overlays
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Enemy tech tagging
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Has a “Scrub Mode” for disabling hacked or corrupted circuitry
Railroad: Ghost-Pip Variant
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Stripped of all Vault-Tec telemetry
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Anti-tracking firmware
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Spoofs Pip-Boy IDs
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Can falsify Gen-3 courser signals
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Lightweight design to reduce detection by sensors
Institute: Pip-Grade Holographic Wrist Interface
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No physical screen—thin hologram panel
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Magnetic field ring generator around wrist
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Nanoscale processors
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Can sync with synth partners, drone cameras, and CORES
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Stealth Mode:
Projects no visible light, only tactile feedback
Raider Retrofit: Junkyard Monster Builds
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Patchwork of terminals, radios, children’s toys
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Fortified with plate metal and spikes
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Overclocked processors scavenged from robots
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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:
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Compass overlay
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Ammo indicator in view
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VATS “soft lock” without stopping time
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Radiation field outlines
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Pip-Boy Quests projected as tiny floating text
2. Life-Form Scanner
Not a Pokedex—limited, gritty, slow. Scans reveal:
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Blood samples
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Infection signs
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Mutations
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Heat signatures behind walls (low-res)
3. Environmental Mapping
Generates a real-time 3D representation of:
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Underground tunnels
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Vault corridors
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Ruins
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Wildlife trails
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Settlement wiring
4. Emotion / Stress Monitor
Tracks:
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Adrenaline spikes
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Heart rate
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Radiation poisoning effects
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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:
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Shows faction influence per region
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Tracks caravans in real-time (radio beacons)
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Trade economy fluctuations
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Caravan guard loyalty scores
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Supply shortages and sabotage attempts
6. Modular Hardware Slots
To avoid smartphone comparisons:
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Vacuum-tube amplifier slot
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Hardened cassette reader
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Miniaturized fusion micro-cell
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Interchangeable lens modules
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Old-world circuit cartridges
7. Settlement Construction Mode
Connects with Beacon Systems and Vault X-21 nodes:
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Deploy build beacons
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View construction progress in real-time
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Assign workers (human or robotic)
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Manage defense grids
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Track morale and resource flows
IV. AESTHETIC EVOLUTION
1. Retro-Industrial
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Steel knurling
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Amber CRT displays
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Glow-in-the-dark numbers
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Heavy, wrist-weighing presence
Feels like a piece of machinery, not a gadget.
2. Holographic Retro-Futurism
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Blue/green holographic plates
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Flicker effects
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Whirring sound when switching tabs
3. Vault-Tec Corporate Luxury
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Gold trim
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Marketing slogans etched on the back
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“Vault-Tec Approved” seal
4. Wasteland Improvised
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Scrap metal shielding
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Duct tape
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Dog-tags used as buttons
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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.
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Lets you briefly see into Echo Zones
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Displays ghost suits or past trauma echoes
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Used for your Ghost Companion systems
Pip-Boy “Revelator”
Forged with Ashen Reign crystalline tech:
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Gives predictive combat projections
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Tracks Ashen Rifts and Crucible Zones
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Displays propaganda-blocking filters
Pip-Boy “Iron Mind Interface”
For AI suit integration:
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Projects internal suit HUD
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Tracks suit Sentience Level
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Allows emotional bonding sequences
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Unlocks loyalty perks for AI-powered armor
VI. GAMEPLAY EFFECTS OF ADVANCED PIP-BOYS
Exploration
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Deeper scanning
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Anomaly tracking
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Secret vault entrypoints
Combat
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Dynamic HUD layers
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Player “combat mood” readings
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Suit, weapon, or mutation synergy
Narrative
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Pip-Boy history logs
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Player “identity profile” tracked across factions
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AI emotional responses (from Ghost Companions or suit AIs)
Settlements
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Full integration with construction workers
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Caravan economics
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Crisis alerts
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Radio relay networks
VII. FINAL SUMMARY
Advanced Pip-Boys should feel like:
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Vault-Tec’s over-engineered relics
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Wasteland factions’ improvised masterpieces
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Experimental black-site devices with eerie power
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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
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Combat & Tactical Systems
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Exploration & Scanning Systems
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Survival & Medical Systems
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Settlement, Caravan & Beacon Systems
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Specialized Faction-Tech Systems
Each branch has:
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Tier 1: Basic
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Tier 2: Advanced
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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:
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KnightLink Mk III
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Anti-Tech Scrub
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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:
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Ghost-Pip Spoofing Mk III
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Courser Decryption Key
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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:
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HoloCore UI
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Synth Network Mesh
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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:
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Overdrive Booster (unstable, high risk)
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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:
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Quantum Echo Scanner
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Ghost Suit Integration
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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:
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Town Heart Integration
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Trade AI Matrix
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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
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Matte black steel
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Red tactical glow
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Embossed Brotherhood insignia
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Larger armored casing with rotating dials
Abilities
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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
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No physical screen
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Floating holographic UI panel
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Cold blue light
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Almost silent operation
Abilities
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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
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Matte white carbon polymer
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Minimalist display
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Infrared stealth LED glow (barely visible)
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Small vent fans for cooling “ghost processors”
Abilities
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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
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Exposed wiring
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Welded steel plates
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Rotating buzz-saw aesthetic
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Neon green and blood-red LEDs
Abilities
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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
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Rusted but noble
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American steel-blue screen
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Ribbon-style interface menus
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Physical toggle switches
Abilities
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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
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Stealth-black ceramic composite
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Thin green CRT strip display
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Micro-lens array along the top
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Ultrasonic hum
Abilities
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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
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Burnished brass
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Leather wrist brace
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Mechanical clicking dials
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Bright amber screen
Abilities
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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:
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Mechanical/Hardware Research
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AI & Software Research
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Energy, Radiation & Exotic Science
Each module upgrade goes through:
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Tier 1 → Unlock Research
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Tier 2 → Prototype Research
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Tier 3 → Final Crafting
A. RESEARCH DEPARTMENT 1 — MECHANICAL / HARDWARE
Required Equipment
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Workbench
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Micro-tool set
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Soldering station
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Vacuum-tube printer
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Armor-grade wiring tools
Crafting Materials
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Copper
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Steel
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Gears
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Ballistic fiber
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Conductors
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Servo motors
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Hardened circuits
Upgrades Produced
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Targeting overlays
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Ballistic predictors
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Armor-interface modules
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Compass & mapping hardware
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Settlement beacon link ports
Special Projects
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KnightLink Armor Interface Mk III
-
Anti-Tech Scrub Unit
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Construction Beacon Auto-Link
B. RESEARCH DEPARTMENT 2 — AI & SOFTWARE
Required Equipment
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Mainframe terminal
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Synth-logic core
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Decryption room
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Data fragmentation tools
Crafting Materials
-
AI chips
-
Institute optical drives
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Courser chips
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Encryption tapes
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Memory holotapes
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Holo-circuit boards
Upgrades Produced
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Threat Matrix
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Ghost-Pip Spoofing
-
Synth Network Mesh
-
Trade Forecast AI
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Target Acquisition AI
Special Projects
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Quantum Logic Engine
-
Courser Mindbreaker
-
Black Ops VATS
C. RESEARCH DEPARTMENT 3 — ENERGY, RADIATION & EXOTIC SCIENCE
Required Equipment
-
Radiation chamber
-
Containment field projector
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Zero-point lens rig
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Cryogenic workstation
Crafting Materials
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Fusion cells
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Nuclear material
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Cryo-fluid
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Zero-point shards (for Riftstorm lore)
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Mutagenic residue (for Vault X-21)
Upgrades Produced
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Radiation Purge Pumps
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Zero-Point Combat Radar
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Genetic Mutation Analyzer
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Aura Monitor
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Anomaly Radar
Special Projects
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Quantum Echo Scanner
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Ghost Suit Integration
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Symbiosis Core
III. CRAFTING REQUIREMENTS BY MODULE TIER
TIER 1 MODULES (Basic)
Requirements
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Level 1 Research Lab
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4–6 common materials
-
No exotic components
-
50–75 caps
Examples
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Basic Geo-Mapper
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Bio-Metric Skinreader
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Construction Beacon Link
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Ammo Telemetry Reader
TIER 2 MODULES (Advanced)
Requirements
-
Level 2 Research Lab
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1–2 rare materials
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Faction access or perk
-
250–350 caps
Examples
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Combat Awareness Suite
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Lifeform Scanner Mk II
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Caravan Defense Alerts
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Settler Grid Visualizer
TIER 3 MODULES (Prototype/Legendary)
Requirements
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Level 3 Research Lab
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Exotic materials
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Faction loyalty or quest completion
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Electrical engineering or science perk
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800–1,200 caps
Examples
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Omega-VATS Neural Link
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Vault X-21 Node Integration
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Zero-Point Combat Radar
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Ghost Suit Integration
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Lancer Eye Mk III
IV. R&D PROJECT TREE FLOW (Gameplay Structure)
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Discover Module Blueprint (loot, faction reward, boss fight)
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Bring Blueprint to Research Lab
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Research Phase (1–4 in-game hours)
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Prototype Crafting
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Live Field Test (mini-quest)
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Final Module Unlock
This system encourages exploration, scavenging, and factions.
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