Commit 481bca
2026-09-06 19:34:22 Anonymous: PMU004: Equipment — owner expansion direction, sourced coverage and next ownership| /dev/null .. hold the flood/equipment.md | |
| @@ 0,0 1,31 @@ | |
| + | # Hold the Flood — Equipment and Inventory |
| + | |
| + | **PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Equipment and Build Designer (proposed); Lead interim · Awaiting author validation/transfer.** |
| + | Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), sections 5–6, 8 and 10. 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). |
| + | |
| + | ## Actual current catalogue |
| + | |
| + | | Item | Current proposed size / purpose | Decision or cost | |
| + | | --- | --- | --- | |
| + | | [Cutter](/Hold%20the%20Flood/Weapons/Cutter) | No rack slot; automatic nearby attack | Limited crowd clearing; starting weapon | |
| + | | Battery | One slot; holds up to ten charge units | Occupies cargo space; exposed wet salvage can drain it | |
| + | | Coil | Two slots; powered discharge into connected water | Requires and spends a full linked battery; timing and enemy position matter | |
| + | | Insulation | One slot; breaks a conducting salvage chain and protects the player in energized water | Occupies space that could carry cargo or other equipment | |
| + | | Portable beacon | One slot, plus its battery; attracts entered enemies | Moves danger elsewhere; power does not select the next intake | |
| + | | Kit | One slot; one-use health restoration | Uses space before it is needed | |
| + | | Siphon | One slot; converts one touching salvage bundle into three charge units once | Sacrifices bankable cargo for expedition power | |
| + | | Arc | One slot, plus a linked battery; stored-charge crowd attack | Its full burst is proposed as ten seconds; committed fuel and cargo-space tradeoff | |
| + | |
| + | The seven module types are battery, coil, insulation, beacon, kit, siphon and arc. The cutter is separate. These are existing definitions, not seven weapon types. |
| + | |
| + | ## Rack and resource contract in r13 |
| + | |
| + | The current rack is two rows of three slots. A slot holds equipment or a bundle; the coil uses two. Each battery links to one module. Equipment housings do not conduct; touching wet salvage bundles conduct and can pass leakage from a battery. Arrangement and linking happen at shelters. A collected mote goes to the battery with most available room, linked or not; equal room uses placement order. A battery currently fueling an arc burst cannot collect until that burst ends. Consult the source for the full timings, pickup and leakage conditions. |
| + | |
| + | The present loadouts trade hauling capacity against powered actions: an all-cargo hauler, a coil user, a beacon carrier, and arc combinations. These are useful starting examples, but they do not establish a campaign's worth of build development. |
| + | |
| + | ## Expansion assignment |
| + | |
| + | **EQP101:** assess rack size and progression, acquisition, meaningful weapon families and item combinations. Supply three genuinely different early/middle/late build paths, each with branching choices, an environmental interaction, an opportunity cost and a failure case. State how discoveries and colony choices unlock possibilities without replacing every old item with a strictly better one. |
| + | |
| + | Do not inflate the catalogue with renamed stat bonuses. Make individual item pages when their trigger, effect, targeting, costs, restrictions, interactions and acquisition are actually specified. Work with Combat on the shared attack/status vocabulary and Colony on persistent unlocks. All new counts and balance values remain proposals. |
