| 5th | Top robotics topics |
This category has the following 28 subcategories, out of 28 total.
BCD |
E
GH
L
MOP
R |
R cont.S
TW |
The following 46 pages are in this category, out of 46 total.
ABCD
E |
E cont.FGHILM |
OPRSTVX |
Contents |
Technology in the world of Fallout is different from ours. First, due to the Divergence, it has developed in a radically different direction. It's a world in which integrated circuits were developed very late and even then their popularity was limited, as people preferred the more resistant and reliable vacuum tubes. Second, the technology has progressed beyond our current level, as the development proceeded all the way until 2077 and even further in certain cases (such as the Enclave).
Much of Fallout's world and technology is inspired by 1950s pulp science fiction. The world is not our own, functions due to a different set of rules, it's a world in which radiation can mutate people into ghouls and portable directed energy weapons are not only viable but also (relatively) widespread. This article aims to summarize the available information and present just how advanced the technology of Fallout is.
Contents |
One of the key elements of the backstory are the Resource Wars, fought for the last remaining energy resources on Earth. In the wake of the crisis, as the economy ground to a halt, the United States sought alternatives to fossil fuel energy, arriving at two solutions - utilizing fission and fusion as the primary power sources. The first crude fusion cell was unveiled in 2066[1] , providing the United States with an edge and averting it's imminent bankruptcy.
By 2077, Micro Fusion Cells were commonplace, used widely as chargers for energy-consuming technology, ranging from laser rifles to cars. However, perhaps the most representative element of the new energy source is the iconic T-51b Power Armor, powered by a back-mounted TX-23 Micro Fusion pack, with enough fuel capacity to allow operation for nearly a century.
Fission power sources have found their use as well, as power sources for robots[2], which can utilize a nuclear power unit as it's energy source or backup generators (typically Wattz Electrobox units, like the one used in Broken Hills).
In 2077, due to the oil crisis, gasoline was no longer a viable car fuel, even more so with the awesome power the automobiles had. As such, many car companies have desperately pursued research into alternative power sources, with Chryslus Motors finally patenting the successor to gasoline: electric engines, powered by energy cells[3]. Charged with fusion cells, a Chryslus Corvega or Highwayman featured 800+ horsepower and acceleration from 0 to 60 MPH in under a second, all done with a full analog system and no computers[4]. However, not many of these cars were produced and those that were had a limited success due to their hefty price tag (199,999$ for a Corvega)[5].
A common misconception perpetuated by Fallout 3 is that every vehicle in the Fallout world is powered by on board fission reactors. However, a majority of the cars in the Fallout world are powered by fusion, as elaborated upon time and again in Fallout 2.

One of the most noticeable technological leaps was made in the field of protecting people from harm (as well as causing it, but more on that later). The United States was especially proficent at doing so, as it's research into polymers paid off, resulting in suits of advanced combat armor being widely deployed across the country to police and military forces, sometimes even civilians with a special BADTFL permit.[6] This armour protected the wearer considerably from conventional and explosive damage as well as laser and plasma, a trait quite useful on the modern battlefield.
Another exemple of considerable advancement is the power armor, an armoured suit with a hydraulic endoskeleton, powered by a fusion pack, designed to be a one-man tank replacing traditional, inefficent vehicles in their role.[7] It is an exclusively American technology, which is also the root of many other technologies, such as the aforementioned cold fusion.
Even the Great War failed to stall research into the technology, as the Enclave continued to develop new suits to create an even more powerful suit than the pre-War cutting edge T-51b Power Armor.
An interesting example of research into personal protection exists, in the form of the Tesla Armor, a suit based on Nikola Tesla's blueprints, in which Tesla Attraction Coils attract and disperse energy attacks, providing a surprisingly effective protective apparel and another example of how Fallout's physics are different than our own.
A fledgling field of science in our world has become a thriving industry of its own in the Fallout world. Robots are widely used and have reached a very high level of refinement and advancement. They can operate individually, can process visual and audio data in real time and make tactical decisions in the heat of the moment, operate human or inbuilt weapons with deadly accuracy and even host artificial intelligences.[8]
An indication of just how advanced robotics were is the fact, that robots were commercially available to civilians and companies, apart from the military - Mister Handy and Protectron robots being the best examples of just how widespread and popular they were.

Likely the single field in which the greatest advancements were made, weaponry of the Fallout world is varied and incredibly advanced in some regards. Apart from conventional weapons based on combustion of gunpowder, energy weapons development advanced at a rapid pace, allowing for the creation of mass produced laser, plasma and pulse rifles.
While many conventional weapons echo those available in our world (such as the AK-112 Assault Rifle or Colt Rangemaster Hunting Rifle), there is a single type of weapon that's pure science-fiction: man-portable miniguns. Developed not only by America[9], these massive rotary cannons are capable of delivering extreme firepower in a compact package.
Yet they were still horribly bulky and inefficent when compared with energy weapons. These advanced armaments were developed to be powered with Micro Fusion Cells, although battery packs or cabled power systems could also be used as well[10]. There are three distinct types of these weapons in the wastelands - laser based, which emit a several megawatt beam of coherent light[11], plasma based, relying on delivering damage via condensed plasma and pulse, in which the damage is done via a powerful electrical energy pulse.
The United States Armed Forces were principally interested in the development of these weapons and employed them widely[12]. The Enclave, successor to the US government, followed this trend.
A curious offshot of research into ways to harm other humans was the Gauss coilgun technology. Originating in Germany[13], the weapons fired a small caliber metal slug (2mm EC) down a barrel surrounded by magnets, propelling it to extreme speeds and guaranteeing massive damage upon impact.

Yet another startingly advanced field in the Fallout world, biomedical science flourished in the retrofuturistic world. The most basic example, the Stimpak is astounding by our standards - a self contained stimulation delivery package, sending the cells into a replication frenzy, swiftly healing minor wounds, doing in seconds what often takes days by regular means. What further deepens the gap between our technology and that of Fallout is the existence of superior versions, the Super Stimpak and Ultra Stimpak, which can heal even the worst of injuries at a minor cost of health damage from the frenzy of replication a few minutes later.
Of course, developments also took place in fields other than healing, namely, pharmaceutcal enhancement. In comparison, our drugs look like primitive hallucinogenics, as those in the Fallout world last longer and have much stronger effects. Buffout, synthetic steroids, amplifies strength and endurance greatly, Mentats increase intelligence and perception while Psycho increases both resistance to pain and physical damage.
Yet all of the above pales in comparison with truly revolutionary technologies. Beginning with the ability to easily clone replacement limbs and organs for humans[14], through surgeries permanently enhancing the human body[15] all the way to viruses capable of rewriting human DNA and altering their physical appearance in real time. This last, most phenomenal achievement is called the FEV, Forced Evolutionary Virus.
Compared to other fields, computers are strangely primitive - while portable units (such as RobCo Pip-Boys) and robots exist, it seems that the actual processing power is quite low (64k of RAM in Enclave terminals[16]), contrasting with other advanced technologies. Their frames are also typically large and blocky, compared to the small, sleek forms of today. One of the main reasons for this is that the computers in the Fallout -universe are based on a mismatch of integrated circuits and vacuum tubes. Reason for this is uncertain, altough it is possible that there simply was a monopoly on advanced computer manufacturing - many robots would seem to require much more computing power than is available for common computers around the wastelands, and there were some supercomputers in existence - most of them owned by the U.S. government.
Another example are displays, all CRT with no LCDs in sight.
The Halo Universe is littered with all sorts of technology, whether it be created by Human, Covenant, or some unknown race.
The Forerunners invented a Technological Achievement Scale, which was later adopted by the Covenant.
Contents |
| Release date | Unknown edit |
|---|---|
| Members-only? | Yes |
| Location | In the glider hangar under the gnomeball pitch. |
| Skill requirements | 25 Agility (to complete the Grand Tree) |
| Quest requirements | Monkey Madness |
| Unlock hint | This track unlocks in the gnome glider hangar. |
| Track duration | Unknown edit |
| This article is a stub. You can help by expanding it. |
| Game-related | |
| List of music tracks |
Free-to-play music • List of recent music • List of boss music • List of all music tracks |
| Musical instruments |
Bells • Church organ • Cowbells • Enchanted lyre • Organ (player-owned house) • Penguin bongos • Slayer bell • Snake charm • Windchimes |
| Other items with music | |
| Holiday items with music |
Chocatrice cape • Easter carrot • Rubber chicken • Snow globe • Yo-yo |
| Emotes with music |
Air Guitar • Around the World in Eggty Days • Beckon • Freeze and Melt • Trick • Dramatic Point • Skillcape |
Contents |
Tools and technology article at Memory Alpha, the canon Star Trek wiki.
This category is for technology in the galaxy.
This category has the following 32 subcategories, out of 34 total.
|
cont.
|
cont.
|
The following 168 pages are in this category, out of 477 total.
This article is a stub. You can help the City of Heroes wiki by expanding it.
|
You derive your powers from technological devices, from suits of high-tech body armor to powerful energy weapons. Few have been able to duplicate the amazing technology which lies behind your gadgets. You need not be a brilliant inventor; you may have acquired these items from another source. This origin will give you access to Taser Dart. This attack has a very short range and does minor Energy damage. In addition it has a small chance to Hold your opponent for a brief moment.
Most heroes of technology origin will begin their adventures in Paragon City by contacting DATA, an organization that specializes in working with heroes of technological origin. Heroes of a technology origin will have either Rick Davies in Atlas Park or Caitlin Murray in Galaxy City as their initial contact, depending on which zone he or she selects as his or her beginning zone.
Origin does not affect the initial contact of villains.
Heroes and villains of technology origin may only use technology dual-origin or single-origin enhancements. Villains normally obtain technology-origin enhancements from the Technology Quartermasters. Some lower-level contacts also sell technology-origin enhancements, but at an inflated cost.
Technology heroes and villains receive the Taser Dart power.
All heroes and villains have two opportunities to select titles for their character; once at level 15, and once at level 25. The second title is origin-specific.
In the beta version of City of Heroes, a hero's origin played a much bigger part of the game than it did upon the game's release.
There has been wide speculation that in the future, there may be missions specific to a hero's or villain's origin; however, these reports are currently unconfirmed.
|
|