2026-09-14 19:48:16
Anonymous:
Restore the statement that even the STRETCH band does not justify the hour targets (the 14 Sep cleanup had softened it into an open question)
hold the flood/whole game outline.md ..
@@ 61,6 61,8 @@
The 2/4/6 connection count refers to special sites or challenges only. It is not a cap on ordinary joins or an estimate of total graph edges; all placed playable rooms remain within the eventual station-wide connection goal.
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Even the STRETCH column does not justify 30, 90 or 100–200 hours.
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## Specification coverage
These are the scope and completion criteria for each design area: what each must explain.
@@ 99,7 101,7 @@
10. The opening’s exact rooms, timing and starting rig.
11. The exact whole-station graph and joining mechanism, including the mechanism of the special converter sites or connection challenges.
12. Whether the visitor fragments (source/destination pairs and utterances) are one language, two related languages or evidence of a third; the language map must settle the relationship while preserving the Brief’s minimum of two alien languages.
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13. Whether any band, even STRETCH, supports the owner’s ambition of 30, 90 or 100–200 hours. Counts still missing: oxygen canister and carrying-capacity variants, starting loadout alternatives, resource sinks, objective reuse, branch scenes, clue permutations and technical state combinations. Measurements still missing: average expedition and revisit length; how often death creates a genuinely new route rather than repetition; clue discovery and correction rates; viable-build count after dominance testing; horde encounter variety; dialogue/state volume per survivor; gating and backtracking costs; accessibility pacing; and the proportion of players who pursue secrets.
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13. What would support the owner’s ambition of 30, 90 or 100–200 hours. Counts still missing: oxygen canister and carrying-capacity variants, starting loadout alternatives, resource sinks, objective reuse, branch scenes, clue permutations and technical state combinations. Measurements still missing: average expedition and revisit length; how often death creates a genuinely new route rather than repetition; clue discovery and correction rates; viable-build count after dominance testing; horde encounter variety; dialogue/state volume per survivor; gating and backtracking costs; accessibility pacing; and the proportion of players who pursue secrets.
14. TARGET/STRETCH content authoring and all implementation and validation effort are unestimated; per-unit work and reuse need to be established before extrapolating from SMALL.