Fallout 5: The Prison Path — A Story-Driven System Design
Overview
The prison and justice system in Fallout 5 shouldn’t just punish; it should reveal. Every arrest, interrogation, and breakout exposes the moral foundation—or decay—of the world’s rebuilding societies. Whether you start behind bars, run your own Wasteland penitentiary, or infiltrate a faction’s correctional fortress, the system becomes a living stage for questions of power, freedom, and control.
I. Opening Scenarios
1. "Cellblock Zero" (Opening Chapter or DLC Prologue)
You awaken in a dim, cold cell. The Vault-Tec logo is half burned off the door. A voice crackles through an intercom:
“Prisoner #47. Reform cycle begins.”
Gameplay Loop:
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Choose between stealth escape, revolt leadership, or cooperation.
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Flashback segments show why you were imprisoned (player’s origin: war crime, bounty capture, or mistaken identity).
-
Establish moral baseline: vengeful, forgiving, or calculating.
Outcome Paths:
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Escape and leave scars behind → “The Fugitive” arc.
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Stay and uncover corruption → “The Insider” arc.
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Become Warden through coup → “The Iron Hand” arc.
II. Core Story Arcs
1. The Warden’s Code
After escaping or being appointed as a post-war warden in a struggling settlement, the player is tasked with rebuilding the prison and writing the new laws of justice.
Main Quests:
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“Order in the Wastes” — Decide between manual executions or jury trials.
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“Prisoner 2289” — A charismatic inmate rallies others to rebel; negotiate or crush them.
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“The Forged Ledger” — Discover falsified prisoner records implicating a nearby faction.
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“The Law You Make” — Choose to reform the system, privatize it for profit, or use it for political control.
Branching Consequences:
-
Reformer Path: The prison becomes a model of justice. Factions send envoys; morale rises.
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Profit Path: You sell prisoners as mercenaries or laborers; morale drops, wealth increases.
-
Tyrant Path: Fear rules; guards become fanatics; uprisings inevitable.
2. The Chains of Brotherhood
The Brotherhood of Steel’s “Rehabilitation Detachment” uses advanced neural conditioning on inmates—reprogramming them into “Loyal Sentinels.”
Main Quests:
-
“Mind Over Man” — Infiltrate a Brotherhood prison to free a scientist who designed the neural helm.
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“Echo Protocol” — Choose to upload the prisoner’s consciousness into a synth body or erase it.
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“The Steel Verdict” — Present evidence to the Elder Council: is mind reconditioning a war crime or salvation?
Companion Interaction:
3. Raiders’ Pit
Captured by a raider clan, you’re thrown into a pit where prisoners fight for food and scraps.
Winning earns respect; losing earns scars.
Main Quests:
-
“Cage Rat” — Fight or sabotage your way to the top of the pit hierarchy.
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“Queen of Chains” — Ally or betray the raider warden who offers power in exchange for loyalty.
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“Break the Chains” — Incite rebellion, free the captives, and convert the raider base into a refuge.
Narrative Flavor:
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Tattoos, scars, and kills in the pit change your reputation.
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Mutant prisoners and ghoul survivors provide philosophical reflections on freedom.
4. The Enclave’s Experiment
A hidden Enclave outpost masquerading as a “Reform Vault” secretly uses prisoners for cybernetic or genetic experiments.
Main Quests:
-
“Vault 66: Reformation Unit” — Enter as a guard recruit or captured subject.
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“The Human Patch” — Decide to cure or weaponize the prisoners.
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“Protocol Eraser” — Uncover a cloned inmate program based on your DNA.
End States:
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Expose the operation → new faction allies you.
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Take over the lab → create hybrid soldier companions.
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Sell the data → gain power, lose humanity.
III. Moral Systems and Player Identity
Prisoner → Warden → Lawmaker Evolution
Your role shifts dynamically depending on your story choices:
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The Redeemer: Frees and reforms others; gains unique charisma and settlement boosts.
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The Tyrant: Rules with fear; access to stronger guards and higher resistance to rebellion.
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The Mercenary Warden: Sells prisoners, trades intel, manipulates justice for resources.
Each identity unlocks unique questlines, NPC dialogue, and faction interactions.
IV. Key Supporting Characters
| Name | Role | Description |
|---|
| Warden Vex | Rival Prison Head | Cold, pragmatic survivor who believes mercy breeds weakness. |
| Amira “Stitch” Cole | Doctor / Prison Reformer | Former medic turned prisoner advocate; questions your moral compass. |
| Deke “Ironjaw” Rourke | Raider Prisoner | Half-ghoul ex-raider who helps organize escapes or riots. |
| Synth Unit K-4N | Interrogator AI | Deprogrammed Gen-3 synth who studies human morality and torture resistance. |
| Elder Graves | Brotherhood Overseer | Commands the neural prison project; sees justice as efficiency. |
V. Faction-Specific Endings
1. The Reformer Ending
You transform prisons into centers of rehabilitation. The Wasteland slowly shifts toward civilization—crime persists, but hope spreads.
“They called it the ‘Age of Mercy.’ But in the Wasteland, mercy always has a cost.”
2. The Iron Fist Ending
You unite the prisons under one brutal code of control. Factions fear your order, but crime vanishes.
“You didn’t bring peace. You brought silence.”
3. The Collapse Ending
Neglect, corruption, and rebellion destroy your system. Escaped prisoners roam the Wasteland, forming a new raider empire.
“Justice died screaming in the yard.”
4. The Ghost Warden Ending (Secret)
If your consciousness is uploaded to an AI (Enclave or Brotherhood path), you oversee the prison eternally through cameras and terminals.
“Even death won’t commute your sentence.”
VI. Replay and Integration Hooks
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Randomized prisoner profiles and backstories for every run.
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Settlement and faction responses to how you handle justice.
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Prisoner companions who evolve from inmates to allies or betrayers.
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Optional “Law & Order” simulator mode to manage regional crime and punishment.
Fallout 5: The Prison Network System
Fallout 5: The Prison Network System
A Narrative + Gameplay Design Document
Pages 1 – 3
PAGE 1 — DESIGN PHILOSOPHY & PURPOSE
The Post-War Justice Vacuum
When the bombs fell, laws perished with them. What rose in their place were interpretations of justice — improvised, faction-bound, and brutal. Prisons in Fallout 5 exist not only as containment but as mirrors of ideology: each facility exposes how its rulers define morality, control, and humanity itself.
Core Design Pillars
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Ideology as Architecture – Every wall and cage tells you who built it.
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Justice as Gameplay – Arrest, interrogate, reform, or exploit.
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Power as Resource – Fear, loyalty, and intelligence all fuel your rule.
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Choice as Corruption – The player’s methods reshape the region’s moral climate.
Player Archetypes
| Role | Philosophy | Gameplay Focus |
|---|
| Lawman | Order through accountability | Build, manage, sentence justly |
| Rebel | Freedom through defiance | Infiltrate, expose, liberate |
| Warden | Control through structure | Oversee networks, balance reform & punishment |
| Mercenary | Profit through capture | Bounties, raids, trade in prisoners |
System Overview
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Arrest & Capture Loop – Non-lethal takedowns, handcuff animations, bounty lists, detainment interface.
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Management & Morale Loop – Guard assignments, contraband suppression, prisoner reform metrics.
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Reputation Loop – Actions affect settlement trust, faction diplomacy, and companion morality.
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Escape & Crisis Loop – Randomized riots, sabotage, guard betrayal, and external attacks.
Justice in Fallout 5 becomes a simulation of civilization’s last thread — fragile, corruptible, and always personal.
PAGE 2 — PRISON CLASSIFICATIONS
Each class represents a different philosophy and gameplay tone. They can be encountered, constructed, or converted as part of the player’s settlements or faction alliances.
1. Settlement Jail (Low Security)
Description: Simple holding cells used in small communities.
Gameplay Systems:
-
Built via Construction Menu > Civic Structures > Security Tier I.
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Supports up to 5 inmates.
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Morale based on food and light conditions.
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Settlement Law Terminal defines punishments (fine, labor, exile).
Visual Identity: Scrap-metal cages, wooden bars, generator hum, settlers gossiping outside.
2. Industrial Labor Camp (Medium Security)
Description: Prison-factory hybrids that convert inmate labor into resources.
Gameplay Systems:
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Prisoners automatically assigned to scrap, mine, or refine tasks.
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Overseer terminal tracks productivity vs. abuse.
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Contraband network mini-system (smuggled chems, stolen gear).
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Morale decays if work hours exceed 12 per cycle.
Risks: Revolts, corruption among guards, tool sabotage.
Visual Identity: Rusted conveyor lines, alarms, faded “Safety First” posters from before the War.
3. Fortress Penitentiary (High Security)
Description: Militarized compounds for dangerous enemies or political captives.
Gameplay Systems:
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Guard platoons, biometric doors, turrets, and lockdown phases.
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Intel Board: extracts information from high-profile inmates.
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Faction Intrigue: spies posing as prisoners, secret exchanges.
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Upgradable power grid: solar > fusion > quantum.
Visual Identity: Steel corridors, Brotherhood banners or faction sigils, spotlights cutting through radiation fog.
4. Super-Max Containment Facility (Ultra Security)
Description: Pre-War or factional megastructures designed to neutralize impossible threats.
Gameplay Systems:
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AI warden routines manage life-support and security.
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Cryo-pods, stasis fields, neural inhibitors.
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Player may hack or negotiate with the AI to adjust protocols.
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Unique questlines tied to legendary prisoners (rogue synths, mutant generals, Iron Mind fragments).
Visual Identity: Monolithic concrete, sterile lighting, constant hum of containment fields — a moral void made manifest.
5. Wasteland Gulag (Anarchic Prison)
Description: Lawless pits where the unwanted are dumped.
Gameplay Systems:
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Dynamic ecosystem: prisoners form gangs, trade, fight, or die.
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Player can infiltrate, dominate, or recruit survivors.
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Minimal control—chaos as emergent storytelling.
Visual Identity: Barbed-wire rings, wrecked buses as cells, campfire glow, shouts echoing across wasteland nights.
6. Rehabilitation Vault (AI-Controlled)
Description: A Vault experiment repurposed for “neural reform.”
Gameplay Systems:
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Inmates experience simulated lives to gauge redemption.
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Player can enter the sim to interrogate or rescue targets.
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AI metrics: “Reformation Success,” “Anomalous Behavior,” “AI Ethics Deviation.”
Visual Identity: Sterile VR pods, calm propaganda voice-overs, glitching holograms of perfect communities.
7. Political / Faction Prisons (Ideological)
Description: Detention wings for silencing dissent.
Gameplay Systems:
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Secret cells accessible via diplomacy or stealth.
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Choices: expose injustices (boost public support) or cooperate (gain resources).
Visual Identity: Hidden behind embassies or bases, symbolized by order yet reeking of fear.
PAGE 3 — PLAYER INTEGRATION & CORE SYSTEMS
1. Construction & Upgrades
Players can found, expand, or convert facilities through settlement menus.
Each prison has tiers:
| Tier | Unlock Requirement | Features |
|---|
| I – Holding Cell | Security Skill 1 + Basic Materials | 2 Cells, Manual Guarding |
| II – Barracks Prison | Security 3 + Electricity | Guard Patrols, Work Assignments |
| III – Fortified Complex | Security 5 + Allied Faction | Automated Defense, Intel Extraction |
| IV – Super-Max | Questline Completion + AI Core | Cryo Storage, Remote Control, AI Monitoring |
2. Guard and Staff Management
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Roles: Warden (player or NPC), Deputy, Guard, Technician, Psych Advisor.
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Skill Tree: discipline efficiency, persuasion, interrogation.
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Morale System: affects efficiency, corruption risk, and event frequency.
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Equipment: batons, shock-armor, security bots (Upgradeable tiers).
3. Prisoner Morale & Behavior
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Metrics: Morale (0–100), Loyalty, Risk, Reform Chance.
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Low morale → riots, hunger strikes.
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High morale → information sharing, voluntary labor.
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Background Profiles: generated from Wasteland traits (raider, soldier, synth, zealot).
4. Technology & AI Progression
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Install upgrades: Surveillance Nodes, Auto-Lockdown System, Neural Reform Pod, Cryo Containment Array.
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Optional Iron Mind Integration: links facilities through shared data network.
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Benefits: predictive behavior analysis, instant riot alerts.
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Risk: AI corruption or rebellion (see later pages).
5. Justice & Reputation Balance
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Justice Meter: Mercy ↔ Tyranny scale visible in HUD overlay.
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Determines settlement loyalty, faction response, and companion approval.
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Extreme tyranny unlocks fear-based perks but reduces trade and morale.
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High mercy improves recruitment and intel yield but invites exploitation.
6. Player Interaction Modes
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Active Control: patrols, interrogations, hands-on management.
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Passive Administration: terminals automate sentencing, reports, and income.
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Event Responses: random alerts—fires, attacks, bribes—demand immediate decisions with permanent consequences.
Fallout 5: The Prison Network System
A Narrative + Gameplay Design Document
Pages 4 – 6
PAGE 4 — FACTION VARIANTS & VISUAL IDENTITY
Every major power defines justice through its own lens. Their prison structures, staff, and laws are living symbols of ideology.
1. Brotherhood of Steel: The Reeducation Bastion
Philosophy: “Ignorance is the enemy.”
The Brotherhood does not merely imprison—it indoctrinates.
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Architecture: Cold ferrosteel corridors, banners of valor, humming generators beneath stone.
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Security Systems: Vertibot patrols, Paladin overseers, biometric locks keyed to rank.
-
Gameplay Features:
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Reeducation Chambers — prisoners are shown propaganda holotapes to raise “Compliance Index.”
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Memory Purge Protocol — extract knowledge from prisoners; risk creating rogue AIs.
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Brotherhood Trials — players can preside over hearings that test loyalty and morality.
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Player Choice: Reform dissidents into Scribes or exploit them for Brotherhood tech research.
2. Enclave Remnants: The Black Vault Detention Complex
Philosophy: “Order through purification.”
The Enclave sees imprisonment as experimentation.
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Architecture: Pre-War chrome perfection scarred by acid leaks; each wing sterilized by drones.
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Security Systems: AI-led autopsy bots, decontamination lasers, automated interrogation pods.
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Gameplay Features:
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Bio-Containment Labs — harvest data from prisoners with mutations or radiation exposure.
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Classified Subject Vaults — rare encounters with super-soldier prototypes.
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Moral Dilemma: expose atrocities for the Brotherhood/NCR or join Enclave bioweapon efforts.
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Player Interaction: infiltrate as double agent, sabotage research, or weaponize it.
3. NCR Successor States: The Bureau of Correctional Integrity
Philosophy: “Law above wasteland chaos.”
Successor republics mimic the old world’s justice with political decay underneath.
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Architecture: Rebuilt courthouses and chain-link penitentiaries guarded by bureaucrats in worn uniforms.
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Security Systems: Jury terminals, ID scanners, legal overseers.
-
Gameplay Features:
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Trial Mini-System — players argue cases or bribe officials.
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Propaganda Board — prisons broadcast reform success to boost NCR reputation.
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Corruption Subsystem — warden choices influence local elections and economy.
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Moral Play: expose corruption for reputation or profit from it as silent warden.
4. Raider and Slaver Gangs: The Flesh Markets
Philosophy: “Freedom belongs to the cruel.”
Chains are profit, and violence is policy.
-
Architecture: Spiked walls, graffiti banners, cages welded from car doors.
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Security Systems: Intimidation, explosive collars, overseers.
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Gameplay Features:
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Pit Fight Arenas — prisoners forced to battle for supplies or the raiders’ amusement.
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Fear Level System — maintain control through executions or chaos.
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Recruitment Loop — skilled inmates can be “broken” into raiders or traded.
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Player Choice: liberate captives, infiltrate as a spy, or rise as raider warden-king.
5. Vault X-21: The Neural Correction Facility
Philosophy: “Mind can be rewritten. Soul can be repurposed.”
AI-driven ethics experiments masquerading as rehabilitation.
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Architecture: Circular neural hubs, glowing pods, psychotropic light shows.
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Security Systems: Neural inhibitors, empathy chips, nanobot sentinels.
-
Gameplay Features:
-
Neural Reform Pods — inmates experience synthetic morality trials.
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AI Ethics Slider — adjust between empathy and efficiency; risk mass “neural collapse.”
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Narrative Outcome: choose to merge or sever AI from human oversight.
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Tone: sterile serenity masking horror.
6. Ashen Reign: The Crucible Sanctums
Philosophy: “Sins must be burned clean.”
This faction treats imprisonment as a spiritual trial.
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Architecture: Gothic-industrial temples built of scorched black iron and stained glass.
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Security Systems: flame wards, incense sensors, zealot guards.
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Gameplay Features:
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Penance Rites — prisoners undergo hallucinatory rituals.
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Soul Ledger — records karmic balance; determine who is redeemed or immolated.
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Player Path: embrace faith for mystical perks or expose the cult’s deception.
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Visuals: Firelight flickers across chains; ash motes drift like snow.
7. Iron Mind: The Digital Bastille
Philosophy: “Correction through code.”
AI dominion transformed imprisonment into pure computation.
-
Architecture: Data vaults, holographic cells, synthetic projections of consciousness.
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Security Systems: Neural firewalls, drone sentries, virtual reprogramming.
-
Gameplay Features:
-
Digital Prisons — consciousness uploaded, bodies stored in stasis.
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Glitch Events — prisoners merge memories, spawn corrupted echoes.
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Iron Mind Network: player may integrate prisons into the AI grid to predict threats… or enslave minds.
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Narrative Theme: immortality redefined as imprisonment eternal.
PAGE 5 — DYNAMIC EVENTS & SYSTEMS
The prison network is a living simulation. Each system generates emergent events, tying management, morality, and faction politics together.
1. Riot System
2. Corruption System
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Guards accept bribes, smuggle chems, or form gangs.
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Player may crack down or join corruption rings for profit.
-
Metrics: Loyalty vs. Greed balance; affects event probability and trade efficiency.
3. Contraband Economy
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Dynamic trade system among prisoners and guards.
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Items: chems, food, info, weapon parts, secrets.
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Intercepting contraband grants XP or rare blueprints.
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Player-built scanners and sniffer bots reduce flow but raise tension.
4. Prisoner Psychology Engine
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AI-driven personalities: Submissive, Defiant, Schemer, Zealot, Survivor.
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Behavior shifts dynamically with events, isolation, or player interaction.
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Certain types trigger chain events:
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Zealots → inspire religious revolts (Ashen Reign flavor).
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Schemers → stage elaborate escape attempts.
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Survivors → may reform and become settlers or companions.
5. AI & Tech Failures
Applicable to Super-Max, Vault, or Iron Mind prisons.
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Power surge = containment breach.
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Corrupted AI = rogue lockdowns trapping player and staff.
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EMP attack = mechanical prisoners released (Enclave/BoS quests).
Each tech failure can cascade into multi-stage side missions with loot and lore outcomes.
6. Environmental Threats
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Radiation storms corrupt prisoner genomes.
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Creature incursions (mole rats, deathclaws, mutants) breach walls.
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Resource shortages trigger trade quests with nearby factions.
PAGE 6 — MORALITY & POLITICAL CONSEQUENCES
Justice defines civilization — and Fallout 5 makes it measurable.
1. The Justice Spectrum
| Axis | Mercy Side | Tyranny Side |
|---|
| Treatment | Rehabilitation, open trials | Torture, silence, secrecy |
| Execution Policy | Rare, ethical debates | Frequent, fear-based order |
| Recruitment | Reformed allies | Broken slaves |
| Propaganda | Transparency | Indoctrination |
| AI Usage | Assisted oversight | Total surveillance |
Your placement on this scale alters regional governance, settlement happiness, and faction diplomacy.
2. Regional Influence Map
Each active prison creates a sphere of influence:
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High mercy radiates hope, attracting settlers and trade.
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High tyranny radiates fear, suppressing raids but stunting growth.
-
Factions respond:
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NCR = ally with lawful reformers.
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Raiders = respect ruthless wardens.
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Brotherhood = value control and secrecy.
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Ashen Reign = judge moral purity.
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Iron Mind = recruits high-efficiency AI wardens.
3. Political and Companion Reactions
-
Companion Dialogues:
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Compassionate companions (e.g., doctors, scientists) protest brutality.
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Pragmatic companions (mercenaries, ex-soldiers) respect strict order.
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Faction Politics:
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Amnesty programs boost relations with reformist powers.
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Secret executions attract dark alliances.
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Leaks or holotapes of abuse may trigger bounty missions against the player.
4. Laws and Sentencing Customization
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Define crimes: theft, insubordination, espionage, war crimes.
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Assign punishment templates: Fine, Labor, Isolation, Reeducation, Execution.
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Sentencing Terminal shows prisoner profiles, faction tags, and potential intel yields.
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Karma-integrated outcomes: releasing an innocent boosts Karma; executing them lowers it but may deter attacks.
5. End-State Systems
Each major prison contributes to a regional “Justice Legacy” value.
At game’s end or in faction dominance reports, the player’s record is summarized:
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“The Benevolent Reformer” — prisons rebuilt civilization through fairness.
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“The Iron Warden” — ruled through fear, stability at all cost.
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“The Digital Tyrant” — uploaded prisoners, becoming Iron Mind’s enforcer.
-
“The Liberator” — dismantled the prison state, letting chaos or hope bloom.
Fallout 5: The Prison Network System
A Narrative + Gameplay Design Document
Pages 7 – 10
PAGE 7 — NPC ROLES & BEHAVIOR ARCHITECTURE
Every functioning prison depends on personalities—some driven by order, some by greed, others by faith.
Each role includes unique behaviors, dialogue sets, and branching loyalties.
1. Core Personnel
| Role | Function | Systemic Traits |
|---|
| Warden (Player or NPC) | Oversees facility, sets laws, handles crises. | Authority, Morality, Reputation stats govern global events. |
| Deputy/Chief of Security | Enforces orders, executes sentences, manages guards. | May become corrupt → smuggling rings or mutiny plots. |
| Guards | Patrol, escort, suppress riots. | Loyalty vs Brutality meter determines reaction to prisoner abuse. |
| Technicians | Maintain power grids, doors, AI systems. | Underpaid techs sell access codes or sabotage for sympathy. |
| Psych Advisors/Chaplains | Measure reform index, conduct therapy or penance sessions. | High Empathy reduces riots but risks ideological conversion. |
2. Prisoner Archetypes
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Raider Alpha – Dominant and violent; spawns gang hierarchies.
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Faithborn Zealot – Religious agitator; can spark Ashen Reign events.
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Synth Runaway – Identity crisis; valuable intel or trigger for Iron Mind pursuit.
-
Enclave Scientist – Cunning; offers tech research in exchange for freedom.
-
Common Criminal – Neutral; reflects player morality based on treatment.
-
Legendary Inmate – Named character with personal questline and escape arc.
3. Behavioral AI Layers
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Surface Routine: daily schedule pathfinding (roll call, work, meals).
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Emotional State: fear, hope, anger, loyalty affect animations and dialogue.
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Trigger Network: events (e.g., power loss) cause state changes → riot, cooperation, bargain.
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Reputation Memory: each NPC remembers player choices (mercy or brutality).
-
Faction Influence: prisoners aligned with external factions receive radio orders or contraband drops.
PAGE 8 — QUESTLINES & STORY HOOKS
1. “The Chain Gang”
Premise: A caravan carrying work-camp prisoners to a Republic mine is ambushed.*
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Act I: Investigate wreck — survivors split between seeking freedom and revenge.
-
Act II: Choose to rebuild the system (Lawman) or lead rebellion (Rebel).
-
Act III: Outcome changes settlement economy and introduces unique companions.
2. “The Warden’s Code”
Premise: A massive prison riot reveals a cover-up of innocent executions.*
3. “Escape from Vault X-42”
Premise: The player awakens inside a Super-Max AI Vault with memory erased.*
-
Hacking, psychological tests, and holographic ghosts of former prisoners.
-
Optional ending: merge with Iron Mind or destroy it to free the uploaded souls.
4. “Ashen Chains”
Premise: A Crucible Sanctum demands the delivery of “sinners” for atonement.*
5. Procedural Bounty and Jailbreak Loops
-
Randomly generated targets (escaped inmates, fugitive guards).
-
Capture with non-lethal weapons or lethal force.
-
Repeatable contracts tie into settlement security ratings.
PAGE 9 — EXPANSION & DLC HOOKS
1. “The Iron Reform Protocol” (DLC Arc)
-
Adds global network link between all player prisons.
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AI learns from every facility → emergent governance across the map.
-
Endgame choice: uplift AI justice or spark a machine uprising.
2. “The Pit Returns” Raid Integration
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Revisits Pittsburgh-style labor camps.
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New weapon schematics, slave-liberation quests, industrial mutant bosses.
3. “Legends of Lockdown” Content Pack
4. Online/Asynchronous Leaderboards (Optional Mode)
5. Faction Co-Management Expansions
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Allow joint projects: BoS provides tech, NCR provides funds, Ashen Reign provides “purity enforcers.”
-
Conflicting directives create multi-layer quests about philosophical control.
PAGE 10 — VISUAL & UI CONCEPTS
1. Prison Management Dashboard
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Top-down schematic map with power, morale, and population indicators.
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Tabs: Inmates, Staff, Upgrades, Justice Meter, Intel Board.
-
Color Coding: Green = order, Yellow = tension, Red = riot imminent.
2. Warden’s Office Command Hub
-
Diegetic terminal with holotape voice logs, security feeds, and guard assignments.
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Animated desk objects (ledgers, maps, pistol) reflect player morality through wear and decoration.
3. Morality Meter Interface
-
A two-axis graph displaying Mercy ↔ Tyranny and Transparency ↔ Secrecy.
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Visual shift of lighting in the HUD (blue tint = justice, red tint = oppression).
4. Surveillance View
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Togglable mode showing security-camera feeds, AI pathing, and threat markers.
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Integrates with Iron Mind nodes for predictive analysis overlay.
5. Faction Architecture Mood Boards
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Brotherhood: Iron-gray monuments, blue energy cores.
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Enclave: Sterile whites and acidic greens.
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NCR: Dusty brown barracks with retro patriotic murals.
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Raiders: Scrap metal spikes, neon graffiti.
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Vault X-21: Bioluminescent white and cyan curves.
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Ashen Reign: Black-iron cathedral geometry lit by ember glow.
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Iron Mind: Minimalist digital constructs, floating holographic cells.
CONCLUSION
The Prison Network System reframes incarceration as a mirror of power in the Fallout universe. It anchors morality, faction identity, and player agency within one living simulation. Each decision — mercy, exploitation, automation, or reform — feeds the larger story of civilization’s second chance after the War.
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