Commit 15c8b3

2026-09-15 18:09:26 Anonymous: Make the opening Fork a personal and station choice
hold the flood/first expedition options.md ..
@@ 1,52 1,51 @@
# Hold The Horde — First Expedition Options
- The owner chose **Option A — One part, two kinds of machine** as the opening direction; Option B is the alternative.
+ Station current is back-feeding through the dock collar into the astronaut's damaged ship. The astronaut leaves its clean air to retrieve the isolation bridge that can stop the fault, carrying one spare canister and a small rig that shoots automatically but raises its Barrier only when commanded.
- ## Shared opening contract
+ The owner chose **Option A — One part, two kinds of machine** as the opening direction; Option B remains the alternative.
- The broken ship has made an emergency dock despite the station's stay-away warning and silence. It is habitable and can refill the astronaut's suit, but station current is back-feeding through the collar into the ship's damaged electrical bus. The ship is already broken, so solving this problem does **not** promise escape. The immediate goal is narrower: **reach Collar Control, remove the isolation bridge, and bring it aboard so repairs can proceed without the station feeding the fault.** Installed in the ship-side cutoff, the bridge routes unavoidable collar current into a dump load and stops the damaging back-feed; it does not repair propulsion or make the ship flight-ready.
+ ## Shared opening contract
- The airlock display shows the live back-feed entering the nearest station rooms. The suit continuously shows oxygen, condition, shared carrying capacity, and a reverse breadcrumb through passages actually traversed. It reveals no unseen global route.
+ The ship can refill the suit but cannot fly. Its airlock display shows the fault entering the nearest rooms; the suit shows oxygen, condition, shared carrying space and a reverse breadcrumb through passages actually walked.
- The starting rig has two readable connections:
+ In the Airlock Corridor, an inaccessible window shows a human-painted **R-3** ward label, breathable pressure and a repeated knock. The astronaut can record it but not reach it. First they must free the bridge at Collar Control and bring it home. Installed in the ship-side cutoff, it stops the back-feed; it neither repairs propulsion nor opens an R-3 route.
- - **Threat Sensor → Pulse Projector.** While a valid target remains in the shown arc, the projector fires whenever it becomes ready; it does not require the target to leave and re-enter.
- - **Manual Trigger → Barrier Plate.** The special control raises a short-lived directional barrier with visible facing and readiness.
+ Two nearest Pressers teach the starting rig before the new part appears. **Sensor → Projector** fires repeatedly at a valid target when ready. **Manual → Barrier** raises a brief faced wall on the player's press. Physical handling and station work happen while the game runs; only links among accessible mounted parts change in the paused journal. The worn cutter, tank and navigation are not rig parts.
- The integral oxygen tank, navigation, journal, and emergency cutter are worn suit functions, not detachable or ported rig parts. One spare canister competes with the rig and empty loot space under the shared-capacity rule.
+ ## Option A — One part, two kinds of machine
- Option A uses three compact spaces between ship and control; Option B adds a fourth, the mortuary landing. Both use staged bridge removal and an ordinary crowd drawn by the final noisy stage. Automatic fire deals with routine nearby threats; the player decides when to place the barrier, whether to continue working, and whether remaining oxygen justifies another attempt. Completed fasteners persist. Clearing every enemy is never required, and a powerful build is not punished with extra spawns.
+ ### The first pressure
- Before the route splits into either option's discovery, the astronaut sees one future lead through an inaccessible observation window: a human-painted **R-3** ward label, a breathable-pressure indicator, and a repeated knock from inside. It supports a concrete next question—*how do I reach R-3, and is someone alive there?*—without answering it.
+ The route is Airlock Corridor → Cargo Turn → Collar Control. From Cargo Turn's threshold, the astronaut sees a glass-front board, a rack breaking the bend and about **20–40 standing Pressers** across two lanes. These are a proposed total, not a release stage or guaranteed simultaneous screen count. Projector keeps firing while the astronaut moves; the player faces and raises Barrier to cross the bend or hold the board. Clearing the standing bodies earns quiet for this expedition; exact opening growth awards remain open.
- ## Option A — One part, two kinds of machine
+ ### Make one event do two jobs
- ### Before and discovery
+ The board shows one pulse reaching either the rack lamp or patient-bay shutter lamp. Beside it, a loose **Fork Relay** matches that one-input/two-output shape and the rig diagram; invalid ports refuse before commitment.
- The route is Airlock Corridor → Cargo Turn → Collar Control. At Cargo Turn, a glass-front service board has one incoming pulse and a physical selector. One output powers the **patient-bay shutter**, which blocks the crowd's side approach. The other powers the rack holding the isolation bridge. The separate **airlock corridor remains open and usable as the return route** in either state.
+ The player may experiment at cover or in quiet: pack Manual, mount Fork, then link **Sensor → Fork → Projector + Barrier**. Handling happens while the game runs and the link edit in the paused journal. On the next accepted visible threat, a ready Projector shoots while a ready, already-faced Barrier rises. Each branch keeps its own target, readiness, heat and facing; one refusal neither cancels its sibling nor queues defence.
- The rack's state is visible through its glass cover. Powered retaining arms hold the bridge clear while its fasteners are removed. If rack power is switched away before final removal, the arms safely relock at the current completed fastener stage: finished work remains finished, but the bridge cannot be pulled free until rack power returns. Once the bridge has cleared the arms, the rack no longer needs power and the selector can keep the patient-bay shutter shut.
+ Fork adds control, not damage or area. Automatic protection gives up the chosen Barrier moment, and bad facing or an unimportant target can waste it. Keeping Manual is valid. The [opening quantity sheet](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) owns the details: the split fills four mounted spaces and the six-power peak, while inactive Manual still consumes carrying space.
- A loose Fork Relay (the splitter) sits in the maintenance cradle. Its visible input, two outputs, and flow animation match the public connection grammar on the player's rig. The player can try it without losing anything: an invalid socket refuses the preview before commitment, and a valid but unwanted connection can be removed while the board is accessible.
+ ### Lend the same Fork to the station
- The discovery is immediate and actionable: a reusable build part can also operate station machinery.
+ The board repeats Fork's grammar at room scale. Fixed station power can hold rack and shutter together only while that one Fork is installed; Fork supplies no power. Moving it from rig or cargo costs exposed time and ends the personal branch. The player can remount Manual when able. Suit and board never share the benefit.
- ### Decision now
+ - **Install Fork in the board.** The rack arms stay clear while the shutter is held across the patient-bay lane. The hold suppresses access only while powered. Completing P01's separate manual dog hand-cycle with the shutter across makes the persistent seal; installing Fork alone does not.
+ - **Keep Fork personal or carried.** The selector must hold the rack during removal, so the undogged shutter is not held and its approach stays open. The player keeps the personal branch or manual option and avoids installation/retrieval time, but accepts that lane.
- - **Deploy the Fork in the board.** Both outputs remain powered during staged removal, so the rack arms stay clear while the patient-bay shutter blocks the side approach. Fitting it costs time while the game runs and temporarily leaves it outside the carried rig. After the bridge clears, the player may retrieve the Fork and set the selector to the shutter; retrieval costs more exposed time, and carrying both items consumes capacity. If death comes first, the installed Fork persists in Cargo Turn and does not duplicate aboard.
- - **Keep the Fork packed.** The selector must power the rack continuously during removal, so the patient-bay shutter is unpowered and that enemy lane stays open until the bridge clears. This avoids installation and retrieval time and guarantees that the carried Fork returns on death, but accepts the extra approach during the hold. The airlock corridor remains the way home.
+ Without Fork, the selector can hold the shutter between fastener stages. The unpowered rack relocks at the last completed fastener, and work resumes when rack power returns. After bridge removal the rack needs no power. An undogged shutter returns neutral on withdrawal or death; only the dog persists. The airlock route never crosses its lane.
- This is not a room-binding action and does not explain the late station-wide puzzle. It teaches only that the same readable part can matter in a rig or in infrastructure, and that installed objects are no longer carried property.
+ ### The noisy hold and the useful return
- ### Crowd, oxygen, and continuation
+ The final fastener is visibly noisy. It or the waiting Caller's completed call releases one warned **40–60-body patient-bay stage** through the shutter lane; there is no control-room grille source. Clearing committed arrivals or completing the shutter dog resolves it. A prior dog prevents that release; a held shutter suppresses access only while powered. Bodies already through a late closure remain. Clearing the standing bodies earns current-expedition quiet, and a persistent dog prevents a later patient-bay replacement even when other combat renews. No replacement crest, Tune or major reward is invented to rescue the script.
- The final bridge fastener calls a crowd from the patient bay and the control-room service grille. A deployed Fork removes the patient-bay approach during the hold; a packed Fork leaves that lane open. After final removal the player can retrieve the Fork and repower the shutter, or deliberately leave its safer local state in place for a later visit. The manual barrier can close one lane briefly; automatic projector fire repeats as long as a valid target remains and the weapon is ready. The astronaut can cancel after any completed fastener, retreat through the airlock corridor, refill, and resume. On cancellation, removed fasteners stay removed; loss of rack power relocks the retaining arms at that checkpoint.
+ The player may retreat to refill after any completed fastener. Fork fitting, retrieval and bridge pickup commit separately. At death an installed Fork remains in Cargo Turn; a carried Fork returns once. Cargo Turn and Collar Control remain a compact assembly, so throat, conduit and releases never split.
- If the player returns alive with the isolation bridge, it is installed aboard and the next expedition can pursue the already-observed R-3 ward. The ship can now distinguish R-3's live pressure pulse from the collar fault, giving a current local bearing but no route.
+ Mounted Sensor, Fork, Projector and Barrier use four carrying units; packed Manual adds one, the canister two and bridge two: **9 of 10**. Reclaiming Fork fits but leaves one unit; an installed Fork remains that exact object for a later reachable visit. The selector, rack cover, cutter and retreats keep no-Fork extraction viable.
- ### False guesses remain recoverable
+ Back aboard, the bridge stops the warning tone and back-feed, but propulsion remains broken. The isolated signal gives R-3's current local bearing, not a route: one useful ship change and one human reason to leave again.
- Ignoring the Fork, misunderstanding it, or carrying it without a use does not block the bridge: the selector can hold rack power for the whole extraction. A player can install or retrieve the Fork later whenever the board is reachable, spending time while the game runs and changing the shutter state accordingly. After a death, its recorded room and any installed state remain known while the old route becomes historical. No single missed observation gates the build system or R-3.
+ The discovery may disappoint if automatic Barrier feels like a convenience, or if the board repeats the diagram before the player values it. Fork adds no force or spectacle. Its case rests on making one useful branch, then deciding whether that scarce object belongs to the rig or station.
## Option B — Follow the bodies
@@ 88,12 87,12 @@
| Question | Option A — service board | Option B — body lift |
|---|---|---|
- | Discovery changes | Deploy a reusable part for a safer extraction, or keep it packed and face the open lane | Risk an unknown transport route, or take the known contested passage |
- | Strongest case | Introduces the linked-part fantasy through one clear choice with station and rig value | Delivers a stranger, more physical “I wonder if I can do that” moment without relying on signage |
- | Cost | The opening teaches temporary deployment, installed state, and a three-port board on top of basic combat | Requires a compact lift assembly, return control, body handling, a fourth room, and variable destination content |
- | Main risk | Feels like an interface lesson rather than an incredible discovery | Players read body transport as proof of safety, or the lift dominates whenever its landing is favourable |
+ | Discovery changes | Branch one threat into automatic attack and faced defence, then decide whether that same Fork belongs in the rig or board | Risk an unknown transport route, or take the known contested passage |
+ | Strongest case | Makes the reusable-part grammar personally useful before the station asks to borrow it | Delivers a stranger, more physical “I wonder if I can do that” moment without relying on signage |
+ | Cost | Packs Manual, surrenders Barrier timing, and adds live fitting/retrieval plus the board choice to basic combat | Requires a compact lift assembly, return control, body handling, a fourth room, and variable destination content |
+ | Main risk | A control-only branch feels minor or wastes Barrier before the board turns it back into an interface lesson | Players read body transport as proof of safety, or the lift dominates whenever its landing is favourable |
- **Recommendation: Option A, the service board.** Its first real discovery is that one reusable part can change both personal equipment and the station, and the player acts on that knowledge during the current extraction. Teaching this first establishes the causal vocabulary for later self-authored builds while also making carried-versus-installed death state concrete. That is still a discovery, but it deliberately favours an intelligible systems revelation over Option B's stranger physical mystery. The cost is delaying the more uncanny “can I ride that?” moment and asking the player to absorb a denser rules lesson. This version therefore does not stack the body lift; R-3 supplies the next human mystery instead.
+ **Recommendation: Option A, the service board.** The astronaut first turns one sensed threat into a useful automatic attack-and-defence branch, then sees the same Fork run two station holds. Lending it away removes the personal control they just discovered. That sequence establishes the causal vocabulary for later self-made builds while making carried-versus-installed state concrete. It still favours an intelligible systems revelation over Option B's stranger physical mystery and may feel modest because Fork adds control rather than force. This version does not stack the body lift; R-3 supplies the next human mystery instead.
Option B is the strongest alternative if the owner values a more surprising physical route discovery over teaching the reusable-part grammar immediately. Choosing it accepts the compact-assembly/content burden and delays the first build-part decision.
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