2026-09-16 20:18:53
Anonymous:
Sixth review: rig links leave with their part; live pack in the station
hold the flood/brief.md ..
@@ 69,6 69,8 @@
**Fifth review, 2026-09-16 (owner reported the first departure of a fresh save meets an unwinnable horde and asked whether that was designed; it was not, and the owner said go ahead):** the opening is tuned to be won from the dock doorway with the starting rig and lost by walking into the aisle, and a scripted play of the real simulation (Flood.Tests.Core, OpeningBalanceTests) proves both before every commit. Pressers are the slow majority: 1.0 m/s, sight 9 m, a 0.9 s draw-back, 0.1 condition per strike, 1.6 s recovery; the Projector readies in 0.6 s; ordinary fire is heard only within 4 m while loud work still carries 40 m; the Caller's sight is local, 6 m. The aisle holds two separated Pressers just inside the dock door (the teaching pair the opening page already asks for) and twenty past the bend, one band, placed by authored standing groups rather than scattered over the room; a notice on first entering Cargo Turn names the pair, the Projector and the Barrier. Two decisions on questions Combat Rules left open: the Threat Sensor ranks a Caller mid-call first, then anything already coming, then standing bodies, nearest within each rank, so "focus it" is possible while the crowd stands nearer; and a body that is shot knows where from, so a shot pulls one body rather than waking a room. The catalogue for this slice cycles opening, rescue, language: the Release Walk layout had nothing to do in it and is out until it carries an objective. Open for the owner: a living return keeps the arrangement, so the rescue and language expeditions are reached only through a death; and the R-3 ward door opens only during the crossing, so the Arc Emitter behind it cannot be reached.
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**Sixth review, 2026-09-16 (owner asked whether the inventory system matched the wiki; it did not: the numbers did, the player's actions did not; owner: fix the save bug first, then the station property pass):** a part that leaves the rig (unmounted, stored, put down, installed or handed over) takes its links with it, and a save whose links point at an unmounted part now loads with a note instead of starting the game over. In the station the pack (I) is a live panel, not the journal: the world keeps running while it is open. Mounting (3 s), unmounting (2 s) and putting an object down (1 s) are timed acts that need the astronaut to stand still and are interrupted by walking; capacity and rig space refuse before any time is spent. A put-down object lies where it was left, as a small prop in that room, reads "Take" within reach, and keeps its point through a save. A carried canister is coupled from the pack and feeds the suit while the world runs; a manual special, station work or pack work interrupts the transfer, and losing the canister ends it. The manifest shows Worn (suit tank, journal, navigation; no cutter exists yet), Active rig with its links, Inactive cargo and Elsewhere; the ship screen lists Elsewhere too, and the journal opens aboard so a rig can be linked at home. The Fork reclaim and the bridge pickup refuse before they begin when the pack has no room. Still open from the same review: the worn cutter, salvage to find, the once-only rescue handover and reserve, and the automatic choice of which canister is handed over.
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## Leading story draft — explicitly open to change
The owner is leaning toward this variation of the hospital direction: