2026-09-17 14:54:41
Anonymous:
Owner's cards: Oxygen Tank and Service Gun; the starting bag holds only these two
hold the flood/the pack.md ..
@@ 32,30 32,33 @@
## The items, in the owner's format
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Only the first card is the owner's. The rest are my conversions of the existing parts, to be corrected.
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The first three cards are the owner's. The rest are my conversions of the existing parts, to be corrected.
- **Simple FoF detector** *(owner's card)*: 1x1. Self-activates 1 per second. When active: if an enemy unit exists within 15 metres, all adjacent items get activated. Cooldown 1 second. Adjacency range 1.
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- **Oxygen Tank** *(owner's card, 2026-09-17)*: 3x1. Good for 5 minutes. While it lies in the pack it feeds the suit by itself; there is nothing to click. With several tanks the emptiest goes first, so a full one stays full for whoever needs it. A tank on the floor feeds nobody.
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- **Service Gun** *(owner's card, 2026-09-17)*: L tromino, three squares. Fires every 0.2 second at the nearest target for 5 damage. Ammo 8. Auto reload: 1 second. Built as: self-activates every 0.2 second; it fires only when it can see an enemy within 15 metres (the range is my assumption: the card gives none); with nothing to shoot at it spends no ammunition; after the eighth shot it reloads by itself for one second.
- **Pulse Projector:** 1x2. Activated by a neighbour. When active: fires one shot at the nearest enemy it can see. Cooldown 0.6 seconds.
- **Trigger button:** 1x1. Activated by the player's button, click or Space. When active: all adjacent items get activated. Cooldown 0.2 seconds.
- **Barrier Plate:** 1x2. Activated by a neighbour. When active: raises a shield in the direction the astronaut faces for 1.2 seconds. Cooldown 1.5 seconds.
- **Relay** *(the Fork Relay)*: 1x1. Activated by a neighbour. When active: all adjacent items get activated. Cooldown 0.2 seconds. It passes an activation along, so a detector can reach items it does not touch. It is still the part the Cargo Turn service board needs.
- **Arc Emitter:** 2x2. Activated by a neighbour. When active: lightning jumps from the nearest enemy through up to six bodies standing close together. Cooldown 3 seconds.
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- **Oxygen canister:** 1x2. Activated by clicking it in the pack. When active: feeds the suit until the suit is full or the canister is empty. No cooldown.
- **Isolation bridge:** 1x4 bar. Does nothing in the pack. It is cargo, and it is awkward on purpose.
- **Scrap and other loot:** 1x1 up to odd shapes of five or six squares. Does nothing in the pack. Loot is where the awkward shapes live.
## The starting bag
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Four by four, sixteen squares. The starting kit uses eight, so eight are free for what the station holds.
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Four by four, sixteen squares. **Owner decision, 2026-09-17: "for now, the inventory should only start with the following items": the Oxygen Tank and the Service Gun.** They use six squares, so ten are free for what the station holds.
```
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D P P . D detector P projector
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. . . . B button S shield (Barrier Plate)
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B S S c c canister
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. . . c
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T T T . T Oxygen Tank (3x1)
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G G . . G Service Gun (L tromino)
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G . . .
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. . . .
```
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The detector touches only the gun, so the gun shoots by itself. The button touches only the shield, so the shield is yours to time. Slide the detector down one square and it touches the button too, and the shield starts going up by itself every time an enemy comes near. Whether that is clever or wasteful is the player's discovery.
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Two more Oxygen Tanks wait in ship storage, because rescuing Yeva Kolb takes two tanks beyond the one the astronaut breathes from. The detector, the button, the Pulse Projector and the Barrier Plate still exist as items with cards, but nobody is given them at the start any more. The ship screen has a New game button, because a save made before this decision still carries the old kit; starting over keeps the old save under a dated name.
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The suit still has its own six minutes of air on top of the tank. The tank empties first, so the screen shows one number, the air left, with the tank and the suit behind it.
## The bag grows, in plenty of ways
@@ 108,3 111,5 @@
1. **Is a four by four starting bag right?**
2. **Which ways to grow do you want,** and should the player choose where each new piece attaches?
3. **Which items should have adjacency range 2?** None of the cards above has it yet.
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4. **The Service Gun is very strong against the present enemies.** A body has 3 health and a shot does 5, five times a second. A scripted careful player clears the 22 standing bodies of the Cargo Turn in under ten seconds untouched, the gun starts killing through the open doorway from the Dock Mouth, and a player who walks into the crowd now lives (at about 70% health) where the old kit killed them. Enemy health and numbers were tuned for the old kit and want the owner's eye.
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5. **Should the suit keep its own six minutes,** or should the tank be the only air?