Commit 2f3218

2026-09-07 16:59:40 Anonymous: Owner-approved restart cleanup: delete listed obsolete page and attachments; retain revision history
hold the flood/weapons/cutter.md .. /dev/null
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- # Hold the Flood — Cutter
-
- ## EQP101 — Cutter retained as a real campaign choice
-
- **EQP101 · r2 · 2026-09-06 UTC · Equipment and Build Designer · R6 targeting integrated; item detail in review.**
- Sources: this seed at [7a70ec](/Hold%20The%20Flood/Weapons/Cutter?revision=7a70ec) and [Design Document r14 / ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c), §§3–6. The PM-authored r13 snapshot below is preserved. This section supplies the current Equipment proposal; it does not declare the source rule transferred. [Equipment submission](/Hold%20The%20Flood/Equipment#eqp101-submission) · [Inventory and Charge](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge) · [Alternative Tools](/Hold%20The%20Flood/Weapons/Alternative%20Tools).
-
- ### W1 — Completed item definition
-
- - **Trigger:** automatic attack at the nearest eligible organism within reach while the player moves. Position is the player's aiming action. No hold-fire control; show a thin line to the current target, carrying Lead 59f895’s R6 adoption from Combat. Shelter fitting changes the primary; explicit tool operations may suspend attacks only for their stated live commitment, such as Hand Pump operation. Retain the source's roughly two hits/second and three hits per ordinary organism as provisional values; Combat owns exact reach, line of sight, tie-breaking and damage.
- - **Effect / target:** direct single-target damage that thins pursuers and a doorway's edge; one ordinary kill can drop charge only if that organism has not already shed. No built-in stun, penetration, knockback, power injection or signal effect.
- - **Space / resources:** occupies the free primary cradle, zero rack cells, no battery or ammunition. Only one primary is active. Equipping an alternative at shelter removes Cutter's automatic attack; it is not a free secondary.
- - **Information / restriction:** visible current target and attacks; distinguish already-spent organisms by a non-colour-only mark. Limited crowd reach and single-target coverage make an encircling surge a route problem, not something this item promises to clear.
- - **Combinations:** the proposed Arc accepts Cutter hits as its sole host; separate battery gives a chosen burst. Beacon can gather targets for that burst; Coil supplies control/harvest but does not make spent enemies yield twice. Siphon can finish an incomplete bank without requiring Cutter to fight another exposed straggler.
- - **Exploration interaction:** thin one pursuer at the edge of a salvage deposit, then hand-gather or use a live valve without spending the charge reserved for a gate. It does not cut persistent evidence or cables. Essential panels, valves and clue experiments remain available without another weapon.
- - **Acquisition:** freely issued from the start and on rescue, recipe already known. Always selectable again at shelter without salvage payment. It has no rarity tiers or mandatory damage-upgrade track in EQP101.
- - **Reason to keep it:** zero rack footprint leaves room for a bundle or protection; fast single-target retargeting helps against scattered pursuers; only it hosts Arc in this first catalogue. Rivet Driver trades those benefits for committed penetration; Prod trades them for local displacement. Those are branches, not a later stage that erases Cutter.
- - **Counterplay / weakness:** a basic crowd spreads along two approaches while charge is low; the cutter cannot hold both indefinitely. Choose a beacon route, a wet Coil opportunity, or retreat rather than assume the source's tuning proves survival.
-
- ### Transfer delta
-
- Keep the existing auto-fire, free-slot starting role and limited crowd clearing. Add explicit primary exclusivity, reacquisition and the Arc host choice. Combat owns shared grammar; Equipment owns this item. Lead must approve transfer from ec1b6c §§3, 5–6 before this page becomes the canonical detailed definition.
-
- ---
-
- ## Preserved PM source seed
-
- **PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Equipment and Build Designer (proposed); Lead interim; Combat owns shared attack rules · Awaiting author validation/transfer.**
- Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), section 3 and section 5. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary).
-
- ## Current weapon specification
-
- The cutter is the starting handheld weapon. It automatically fires at the nearest organism within reach while the player moves; positioning supplies the player's aiming choice. It occupies no rack slot. The source proposes roughly two hits a second and about three hits to kill the basic organism. Those are design numbers, not tested balance.
-
- Its stated role is to remove nearby stragglers and thin an edge or doorway. The same source describes a surge of roughly forty to one hundred and forty organisms over half a minute, so it deliberately gives the cutter limited crowd-clearing capacity. The arc module provides a separate stored-charge payoff in the current proposal.
-
- ## Missing decisions for the larger game
-
- - What choices develop basic combat from early to late campaign? The present cutter specification supplies no substantial weapon progression.
- - Which targeting behavior, range tradeoff or interaction would make another weapon a different choice rather than a higher damage number?
- - How do weapons support exploration or resource gathering while retaining readable crowd combat?
- - What must remain automatic, and what meaningful action does the player control?
-
- **EQP101 + CMB101:** describe the cutter's place among proposed weapon families, a reason to keep it, a reason to switch, and the acquisition/upgrade choices. Equipment owns this item's definition; Combat owns the common attack/status grammar. No new weapon family is implied to exist yet.
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