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.
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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.
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A **stored-disc loadout** under the later **8 A / 10 P** ship configuration 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**: ordinary automatic shots and a manual shove are available, but only one unit remains for a discovery. Banking discs require the Rebound upgrade earned during the trip. A second canister would not fit without leaving a part or other object behind.
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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.
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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 stored master-disc special. 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.
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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.
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Regular fighting provides temporary combat growth, alongside major transformations. They reset whenever the astronaut returns aboard, alive or revived. Combat areas refill for each new expedition, while completed permanent changes such as unlocked doors and joined rooms remain. That gives each trip another climb toward spectacle; see [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) for growth and renewed encounters. The physical parts and knowledge that enabled the build remain, so packing still expresses a plan rather than erasing progress.
## What returns, and what stays behind
@@ 65,11 65,11 @@
- The true capacity model, starting kit, final oxygen quantities and transfer vulnerability.
- Field healing and lasting injuries.
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- Alive-return world behavior.
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- How renewed enemy placement works around permanent changes; any other living-return world changes remain open.
- 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.
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- Regular combat growth versus stage-only offers: the owner has not chosen between them.
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- The exact cadence and presentation of regular combat growth and major transformations.