Commit 6d58d3

2026-09-14 19:13:43 Anonymous: Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
hold the flood/survival and loadout.md ..
@@ 1,12 1,12 @@
# Hold The Horde — Survival and Loadout
- *A first-pass design. Limited carried oxygen, unlimited ship oxygen, shared space for equipment/air/loot, carried-property return on death, full journal pause and the selected opening direction are owner decisions. The starting kit, item sizes, refill behavior, timing and every number below remain proposed.*
+ *The owner has decided on limited carried oxygen, unlimited ship oxygen, shared space for equipment, air and loot, carried-property return on death, full journal pause and the selected opening direction.*
## One trip: leave room for the impossible thing
- Before opening the airlock, the astronaut makes a bet. Under the current paper baseline they can carry ten units. Four one-unit parts fill the four-space opening rig: **Threat Sensor → Pulse Projector** fires ordinary shots automatically, while **Manual Trigger → Barrier Plate** gives one faced manual defence. Two reusable vessels are available aboard; one ordinary-full canister costs two carrying units. Departing at **6/10 C** leaves four spaces for whatever the station reveals.
+ Before opening the airlock, the astronaut makes a bet. They can carry ten units. Four one-unit parts fill the four-space opening rig: **Threat Sensor → Pulse Projector** fires ordinary shots automatically, while **Manual Trigger → Barrier Plate** gives one faced manual defence. Two reusable vessels are available aboard; one ordinary-full canister costs two carrying units. Departing at **6/10 C** leaves four spaces for whatever the station reveals.
- That empty space feels wasteful until Cargo Turn. A crowd spills across the isolation rack while the Projector worries at the nearest visible target and the player turns the Barrier toward the dangerous lane. Behind the crowd, a loose **Fork Relay** makes one service pulse reach two lamps. It is not a stat prize; it is the first proof that one reusable part can change both a weapon and station machinery.
+ That empty space feels wasteful until Cargo Turn. A crowd spills across the isolation rack while the Projector worries at the nearest visible target and the player turns the Barrier toward the dangerous lane. Behind the crowd, a loose **Fork Relay** (the splitter) makes one service pulse reach two lamps. It is the first proof that one reusable part can change both a weapon and station machinery.
Picking up the Fork uses one space. Freeing the two-unit isolation bridge uses two more. The astronaut can now carry the four-part rig, one canister, Fork and bridge at **9/10 C**, with one space still empty. Taking two canisters instead would have started at 8/10: the bridge could still fit, but the Fork could not come too unless the player deliberately left or dropped something. Nothing is silently discarded and no loadout is labelled sufficient.
@@ 16,25 16,25 @@
The **active rig area (A)** answers what can operate now. Only a physically mounted part can receive links or act. The **shared carrying capacity (C)** answers what comes on the expedition. Active parts, inactive parts, canisters, objective objects and loot each occupy that total once. Mounting a carried part does not count it twice; moving it inactive frees A but not C.
- The current comparison uses **10 C** and an opening **4 A** rig. The four proposed starter parts cost **1 C / 1 A** each. A canister costs **2 C** whether full, partial or empty; Fork costs **1 C / 1 A** when active; the isolation bridge costs **2 C / 0 A**. [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) owns the complete quantity sheet and operating limits.
+ This page uses **10 C** and an opening **4 A** rig. The four starter parts cost **1 C / 1 A** each. A canister costs **2 C** whether full, partial or empty; Fork costs **1 C / 1 A** when active; the isolation bridge costs **2 C / 0 A**. [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) owns the complete quantity sheet and operating limits.
Worn suit functions—the integral oxygen tank, navigation, journal and emergency cutter—sit outside both totals. They cannot be dropped, sold, linked into the rig or converted into spare space. The cutter is a deliberate close-range tool for cutting work and desperate defence, not a second automatic weapon.
- Capacity is checked before pickup, fixture retrieval or departure. If the object will not fit, the action refuses before commitment and leaves it visibly where it was. A deliberately dropped object stays at its recorded station location. A part installed in station infrastructure stops using C and A, works only through that fixture's visible rule and remains there until the same instance is reclaimed. Home fixtures stay aboard; under the proposed lending rule, a lent part can be reclaimed safely before departure, turning off that fixture's function rather than consuming or duplicating the part.
+ Capacity is checked before pickup, fixture retrieval or departure. If the object will not fit, the action refuses before commitment and leaves it visibly where it was. A deliberately dropped object stays at its recorded station location. A part installed in station infrastructure stops using C and A, works only through that fixture's visible rule and remains there until the same instance is reclaimed. Home fixtures stay aboard; a lent part can be reclaimed safely before departure, turning off that fixture's function rather than consuming or duplicating the part.
- Compatible links among accessible mounted parts can be changed in the journal. The journal fully pauses enemies, oxygen, readiness and action progress. It does not perform physical work: pickup, dropping, mounting, removal, fixture use and oxygen transfer all take live world time. Ordinary weapons mostly fire themselves when their own source, target and readiness allow; the player uses manual controls for labelled specials such as Barrier, Nozzle or a stored discharge.
+ Compatible links among accessible mounted parts can be changed in the journal. The journal fully pauses enemies, oxygen, readiness and action progress. It does not perform physical work: pickup, dropping, mounting, removal, fixture use and oxygen transfer all happen while the game runs. Ordinary weapons mostly fire themselves when their own source, target and readiness allow; the player uses manual controls for labelled specials such as Barrier, Nozzle or a stored discharge.
## Oxygen is time, not a toll booth
- The suit tank is the active breathing supply. The current comparison uses a **12 O** suit tank, **8 O** ordinary-full canisters, **12 O** bench-prepared canisters, base breathing of **1 O per 30 seconds**, and transfer of up to **3 O per 30 seconds** while breathing continues. These are tuning candidates, not proven safe-route values. A canister is reserve gas, not a second tank that drains automatically.
+ The suit tank is the active breathing supply. This page uses a **12 O** suit tank, **8 O** ordinary-full canisters, **12 O** bench-prepared canisters, base breathing of **1 O per 30 seconds**, and transfer of up to **3 O per 30 seconds** while breathing continues. A canister is reserve gas, not a second tank that drains automatically.
To use one, the player deliberately couples it to the suit while the world continues. The display shows exact suit oxygen, the selected vessel's oxygen, transfer progress and carrying use. A player-set reserve marker defaults to **4 O**, but it is only a warning level: it never estimates the route or orders an automatic return. Damage alone does not cancel transfer. Explicit cancellation, displacement out of reach, loss of the coupling or another occupied control can interrupt it, preserving exactly what has moved.
- One boundary example is enough to show the rule. Starting at **11 O** in the suit and **5 O** in the canister, after 15 seconds the suit reaches its 12 O ceiling: 0.5 O was breathed and 1.5 O moved, leaving 3.5 O in the vessel. Transfer stops immediately. If another 15 seconds pass, breathing lowers the suit to 11.5 O while the canister remains at 3.5 O. Gas is neither duplicated nor discarded at a ceiling, empty vessel or interruption.
+ One boundary example shows the rule. Starting at **11 O** in the suit and **5 O** in the canister, after 15 seconds the suit reaches its 12 O ceiling: 0.5 O was breathed and 1.5 O moved, leaving 3.5 O in the vessel. Transfer stops immediately. If another 15 seconds pass, breathing lowers the suit to 11.5 O while the canister remains at 3.5 O. Gas is neither duplicated nor discarded at a ceiling, empty vessel or interruption.
Aboard the ship, unlimited oxygen provides free **ordinary refill** to the suit and raises a canister only as far as 8 O. Refill may stop and resume at an honestly shown partial amount. A commissioned packing bench can raise an eligible vessel to 12 O **prepared-full** without changing its 2 C size. That improved fill belongs to the vessel and remains if the lent bench part is reclaimed. If prepared gas is used, ordinary refill never recreates that four-unit surplus: below 8 O it fills to 8; above 8 O it neither vents the remainder nor tops it back to 12. Another completed bench cycle is required.
- Oxygen stays separate from combat resources. Transfer does not heal condition, ready a weapon, refresh a barrier, create a trigger or fill a Capacitor. World time may let an independently recovering part become ready, but the oxygen did not cause it.
+ Oxygen stays separate from combat resources. Transfer does not heal condition, ready a weapon, refresh a barrier, create a trigger or fill a Capacitor. Time passing while the game runs may let an independently recovering part become ready, but the oxygen did not cause it.
This pressure is useful when another thirty seconds might reveal a clue, finish a physical task or make room for a startling find. It becomes annoying busywork if the player is repeatedly coupling vessels when no real choice changes, or if exact arithmetic pretends to certify a route. Clear state, incremental conservation and free home refill are meant to keep the decision on **what is worth risking now**, not on avoiding hidden loss.
@@ 42,9 42,9 @@
The opening choice above contrasts one canister and four free spaces with two canisters and only two. Later, the same trade becomes sharper because the game still allows a ridiculous build.
- Under the proposed later **8 A / 10 P** ship configuration, **Ricochet Foundry** mounts Sensor, Projector, Dynamo, Capacitor, Manual Trigger and two-space Vector Nozzle for **7 C / 7 A**. Add one 2 C canister and the astronaut leaves at **9/10 C**: automatic banking discs and a manual shove are available, but only one unit remains for a discovery. A second canister would not fit without leaving a part or other object behind.
+ Under the later **8 A / 10 P** ship configuration, **Ricochet Foundry** mounts Sensor, Projector, Dynamo, Capacitor, Manual Trigger and two-space Vector Nozzle for **7 C / 7 A**. Add one 2 C canister and the astronaut leaves at **9/10 C**: automatic banking discs and a manual shove are available, but only one unit remains for a discovery. A second canister would not fit without leaving a part or other object behind.
- A lean positional kit—Sensor, Projector, Manual Trigger and Nozzle—is **5 C / 5 A** under the proposed 6 A configuration. With one canister it leaves at **7/10 C**, preserving three spaces for finds but giving up the Dynamo, stored charge and the developed disc climax. The first loadout chases spectacle; the second protects capacity. Neither promises enough oxygen, a safe route or a particular temporary upgrade. Their power, heat, flight slots and manual-command rules remain in Mechanical Interfaces.
+ A lean positional kit—Sensor, Projector, Manual Trigger and Nozzle—is **5 C / 5 A** under the 6 A configuration. With one canister it leaves at **7/10 C**, preserving three spaces for finds but giving up the Dynamo, stored charge and the developed disc climax. The first loadout chases spectacle; the second protects capacity. Neither promises enough oxygen, a safe route or a particular temporary upgrade. Their power, heat, flight slots and manual-command rules are in Mechanical Interfaces.
Temporary combat upgrades earned during an expedition reset whenever the astronaut returns aboard, alive or revived. That makes every trip a fresh climb toward spectacle. The physical parts and knowledge that enabled the build remain, so packing still expresses a plan rather than erasing progress.
@@ 55,14 55,21 @@
- The worn suit, active rig, inactive carried parts, canisters and newly acquired carried loot come aboard once, preserving their last completed object and fill states. Oxygen already breathed and explicitly consumed material stay spent; free ship refill happens afterward.
- A completed pickup makes the object carried. If pickup or removal was interrupted before commitment, the object remains at its source. An unfinished rig edit commits nothing, leaving the last completed arrangement.
- A deliberately dropped object or completed infrastructure installation remains at its recorded station location without duplication. Death makes the old route historical and does not promise convenient retrieval.
- - Completed station work persists under its own rule; an unfinished stage is lost. A survivor is never cargo and follows the separate rescue rules.
+ - Completed station work persists under its own rule; an unfinished stage is lost. A survivor follows the separate rescue rules.
- Death ends the expedition, wakes the astronaut aboard and shifts the station's unconnected areas. Deliberate death follows the same rule: no recovery cache, confiscation, extraction gate, charge tax or special property loss. Under the current proposal, walking home alive does not itself cause a shift. What happens to a survivor during an unfinished crossing remains unresolved.
+ Death ends the expedition, wakes the astronaut aboard and shifts the station's unconnected areas. Deliberate death follows the same rule: no recovery cache, confiscation, extraction gate, charge tax or special property loss. Walking home alive does not itself cause a shift.
- Home is therefore relief without being a free undo. Air is safe and ordinary condition is restored for the next expedition under the current combat baseline, but current position, any unfinished stage and every temporary combat upgrade are gone. The player keeps what they actually carried and must decide what the changed station makes possible next.
+ Home is therefore relief without being a free undo. Air is safe and ordinary condition is restored for the next expedition, but current position is gone, and the player must decide what the changed station makes possible next.
- ## Open decisions
+ ## Open questions
- The true capacity model, starting kit, final oxygen quantities and transfer vulnerability remain unselected. So do field healing and lasting injuries, alive-return world behavior, survivor mortality, transport and cargo delivery, and which fixtures accept oxygen. Whether stored Capacitor charge survives return or death is also open. The owner has not selected regular combat growth versus stage-only offers; this page does not invent its meter or cadence.
+ - The true capacity model, starting kit, final oxygen quantities and transfer vulnerability.
+ - Field healing and lasting injuries.
+ - Alive-return world behavior.
+ - Survivor mortality, transport and cargo delivery.
+ - What happens to a survivor during an unfinished crossing.
+ - Which fixtures accept oxygen.
+ - Whether stored Capacitor charge survives return or death.
+ - Regular combat growth versus stage-only offers: the owner has not chosen between them.
- These rules are written hypotheses. Only later owner-authorized implementation and real-player observation could establish whether oxygen creates excitement rather than chores, the packing choices are understood, or the relief of home lands emotionally.
+ These rules are untested; numbers are proposals.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9