Commit 8d9aec

2026-09-08 18:52:36 Anonymous: Align equipment examples with current catalogue and carrying rules
hold the flood/whole game outline.md ..
@@ 4,12 4,12 @@
## The whole-game spine
- The recurring rhythm is: leave the ship with a deliberate rig and finite carried oxygen; enter a station whose useful connections may differ after death; observe a local system while surviving its horde; spend shared carrying capacity on tools, oxygen and findings; then return with parts, people or knowledge that changes what can be attempted next. Death returns all still-carried property to the ship and changes the station. Consumed resources remain spent; installed, dropped or handed-over things remain outside the carried return set without duplication. Home is a place to prepare with authored survivors, not a passive upgrade menu.
+ The recurring rhythm is: leave the ship with a deliberate rig and finite carried oxygen; enter a station whose useful connections may differ after death; observe a local system while surviving its horde; spend shared carrying capacity on tools, oxygen and findings; then return with parts, people or knowledge that changes what can be attempted next. Death returns all still-carried property to the ship and changes the station. Consumed resources remain spent; station/ship-fixture installations, dropped or handed-over things remain outside the carried return set without duplication. Rig-installed parts remain carried property. Home is a place to prepare with authored survivors, not a passive upgrade menu.
| Layer | Expedition goal and pressure | New player action | New interpretation earned |
|---|---|---|---|
| **Opening: one part, two machines** | Find the loose Fork Relay at Cargo Turn, then remove the isolation bridge at Collar Control and bring the bridge aboard. The Fork may be deployed so the service rack and patient-bay shutter remain powered, costing time and leaving the part installed; keeping it instead preserves the part but consumes carrying space. | Read trigger-to-payload causality, decide whether to deploy the loose part or keep it, survive the resulting shutter state, and learn which property returns after death. | Station infrastructure and combat equipment obey related rules; a “key” can also be a build component. This is the selected Option A direction, while exact rooms, timing and starting rig remain proposed. |
- | **Early expeditions** | Reach R-3, complete one short cooperative survivor rescue, recover an initial part set under the replaceable found-parts default, and test builder service marks against doors, air and power. | Reconfigure a three-part rig, decide what occupies pack capacity, complete one prepared crossing with the survivor, and record observations rather than receive a translation. | The hospital still has operational logic; people remember it incompletely; the journal preserves evidence, not truth. |
+ | **Early expeditions** | Reach R-3, complete one short cooperative survivor rescue, recover an initial part set under the replaceable found-parts default, and test builder service marks against doors, air and power. | Reconfigure the proposed four-space opening rig, decide what occupies pack capacity, complete one prepared crossing with the survivor, and record observations rather than receive a translation. | The hospital still has operational logic; people remember it incompletely; the journal preserves evidence, not truth. |
| **Middle expeditions** | Pursue several regional objectives: stabilize a useful route, recover proposed ship-repair assemblies, investigate patient transfers, and bring a small authored cast home. Hordes make stopping to observe costly. | Choose between competing viable builds, lend and reclaim parts aboard, use local language predictions, exploit persistent room-group connections, and—only under the replaceable voluntary-treatment default—decide whether to try treatment. | “Corruption” may be a deliberate change to the astronaut rather than a death tax. This is a question the player can investigate, not a settled explanation or a rule forbidding other personal consequences. |
| **Apparent ending layer** | Under the optional departure assumptions, assemble enough recovered ship function to leave and explicitly preview that departure is irreversible and ends revival. | Depart and receive a coherent apparent close, or postpone departure and keep investigating. No secret counter or hidden death threshold removes either choice. | Escape solves the astronaut’s immediate problem but does not explain the hospital, its disappearances, or the source of revival. Departure, credits timing and field-limited revival all remain owner decisions. |
| **Deeper layer** | Reach the hospital’s sealed central system through accumulated operational knowledge, survivor evidence and station connections. | Make an explicit, previewed choice about an unchosen central mechanism—for example, isolate a template process, restore a safer one, or leave it untouched—then accept a visible consequence for revival and the colony. | The player can distinguish some mechanisms and consequences without the game declaring the station’s ultimate metaphysics. The example actions are replaceable until story and corruption directions are chosen. |
@@ 23,7 23,7 @@
This is a replaceable middle-game example, not established fiction. After Yeva is home, she recognizes the identifier on a photographed R-3 pressure log but cannot infer where its line now runs. The player seats a relay-family part in Dorn’s collar receiver, listens, retrieves the part, then prepares the expedition. This cooperative preparation costs time aboard; it does **not** create scarcity, consumption, upkeep or a choice between the reading and carrying the relay. Listening yields one pressure value and a suspect channel—not a route or proof.
- Inside the station, builder service marks let the player predict which of two valves performs “sample” and which performs “purge.” A visitor-language source/destination pair then predicts that the line was redirected through a decontamination ward. The player tests the prediction in world time, holds a horde at the valve, and—under the replaceable found-parts progression default—finds an **Impact Dynamo** powering the abandoned sampling loop. Removing it ends that shortcut but earns a new build change: motion or impact can now trigger the player’s Barrier Plate or Pulse Projector, enabling a mobile counterwall instead of the opening’s fixed sensor rig.
+ Inside the station, builder service marks let the player predict which of two valves performs “sample” and which performs “purge.” A visitor-language source/destination pair then predicts that the line was redirected through a decontamination ward. The player tests the prediction in world time, holds a horde at the valve, and—under the replaceable found-parts progression default—finds an **Impact Dynamo** installed in the abandoned sampling loop. Removing it ends that shortcut under this example's existing fixture proposal. The part adds local impact-to-charge behavior: clamped to a named Barrier frame or Projector physical-output feed, it can supply a compatible configured receiver, such as a Capacitor when one is owned. The full path and active-area cost follow the [Equipment Catalogue](/Hold%20The%20Flood/Equipment%20Catalogue); motion alone belongs to Stride's separately stated rule.
The ward ledger shows only that a named transfer occurred after the time Yeva believed transfers had stopped. It does not say why, who survived or which witness was right. Back aboard, Yeva revises one accusation and asks the player to look for the destination ward; Dorn retains a different reading. Thus one expedition connects observation, two language tests, an earned expressive build change and a human consequence without converting evidence into authorial truth. Its room layout, character names and recovered part remain replaceable.
@@ 32,7 32,7 @@
| Stage | Builds | Colony | Languages and journal |
|---|---|---|---|
| Opening | Two legible trigger/payload chains; first shared-use relay choice. | Empty ship and a visible reason to return to R-3. | First repeated service mark recorded with its observed result. |
- | Early | A small part family supports at least two meaningfully different three-part rigs. | First short rescue; survivor contributes a bounded capability and personal lead. | Builder marks support one tested operation; visitor patterns are noticed but not translated. |
+ | Early | The early part family supports different legal arrangements under the current four-space proposal, including manual Barrier timing or the Sensor → Fork → Projector + Barrier reconfiguration. | First short rescue; survivor contributes a bounded capability and personal lead. | Builder marks support one tested operation; visitor patterns are noticed but not translated. |
| Middle | Several viable rigs trade safety, control, mobility and carrying capacity; a recovered part enables a new behavior, not a numeric tier. | A small authored cast creates preparations, disagreements and linked personal objectives; no upkeep economy is assumed. | Each language supports multiple predictions and at least one corrected hypothesis; historical routes are marked as possibly stale after shifts. |
| Late/deep | As a candidate analogy only, local build grammar may inform station-connection work without making one universal loadout. | Survivors react to central choices according to what they know and what the player shared. | Cross-language evidence opens or reframes a route; utterance interaction remains bounded and never becomes an all-purpose oracle. |
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