Commit a53abe

2026-09-09 11:27:36 Anonymous: Align accepted Mechanical35 parent clauses (chat 528)
hold the flood/combat and enemy roster.md ..
@@ 15,7 15,7 @@
| State | Visible rule and player control | Resolution, interruption and persistence |
|---|---|---|
| **Unaware / investigating / locally alert** | Facing, sight line and heard/seen source are shown. An enemy follows a reachable visible route toward sight, recent sound or last seen place, searches locally, then disengages. | No global knowledge, unseen shortcut or cross-station tracking. A caller or mechanism may move only already eligible adjacent groups through a cued entrance. |
- | **Single ordinary controller** | Current examples use one Threat Sensor driving one ordinary actuator. When the actuator is ready, the nearest visible valid hostile is highlighted; positioning can change that candidate until launch commits. | No target means hold ready. A target becoming invalid before launch yields no shot and another valid candidate may be highlighted. Launch spends readiness and starts one external wave; a projectile does not retarget in flight. Multiple ordinary actuators remain outside these examples pending a bounded controller rule. |
+ | **Bounded ordinary launch** | Under [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities), one active rig supports one independent ordinary launch path sourced by Threat Sensor or qualifying grounded-movement Stride. One designated ordinary actuator owns target/readiness; its valid target and one readiness spend seal one reservation. | No target means hold ready. When the reserved wave reaches the designated actuator through any Fork, it launches exactly once without rechecking the spent readiness. Other descendants check independently. A second independent source-to-ordinary-launch path refuses before edit commitment; manual sources, non-launch Stride responses and Projector descendants remain legal. |
| **Readiness and occlusion** | Each actuator shows reach, readiness and its selected target. Hard cover, Shutterback plates and a Veilbearer sheet make hostiles across them invalid where they block the actuator's required sight. | Readiness finishing without a target remains ready. Visual occlusion appearing after launch does not erase or retarget an existing projectile; physical cover may intercept it. Journal pause advances no readiness. |
| **Manual special** | The mapped action shows availability and any facing, selected target or material. The player aims/faces first, then presses. | The manual source starts its external wave under its own rule. Its first and later receivers each check locally; a later refusal does not rewind the wave or refund already consumed material. Rig descendants retain that wave and cannot ready their source. |
| **Enemy warning / action / recovery** | Every attack has a named wind-up cue, one committing action and a readable recovery. Simultaneous warnings remain individually visible; none waits politely for another. | Each committed enemy attack is its own external wave. Contact-time order resolves simultaneous attacks; no hidden turn order or invulnerability is added. A part resolves at most once per wave. |
@@ 27,7 27,7 @@
| **Death and shift** | Condition or oxygen death ends the current expedition. Everything still carried, including active rig parts and new loot, returns once. | Spent gas/material stays spent; dropped or fixture-installed property remains there. Completed work and selected bindings persist. The station shifts once; prior routes become historical rather than refreshed topology. Combat invents no person outcome, death limit or replacement tax. |
| **Journal open** | The current view and stored records are available for comparison. | Enemies, oxygen, tethers, projectiles, alerts, warnings, recovery, readiness and work all freeze. Nothing attacks, drains, moves, completes or rewires while paused. |
- The nearest-visible rule is a provisional single-controller default, not a claim of optimal targeting. Priority choices, manual overrides and accessibility assistance remain interface decisions. Current encounter examples avoid two ordinary actuators on one controller rather than silently treating multiple launches as free.
+ The nearest-visible rule remains a provisional targeting default, not a claim of optimal targeting. Priority choices, manual overrides and accessibility assistance remain interface decisions. Current encounters use the bounded one-independent-launch envelope; this does not forbid an unrelated manual source or non-launch descendant.
## Six ordinary pressure roles
@@ 184,14 184,14 @@
**Genuinely cheaper alternative: 6 ordinary / 2 special / 1 setpiece.** Retain all six ordinary roles plus Bellback and Glass Siphon. Omit Shutterback from the selected SMALL roster while preserving its source proposal for later consideration; Veilbearer carries the simpler sight-pressure function. Convert Balance Gallery from a major setpiece to an ordinary Bellback/mechanism placement, and retain Receiver Vault as the only setpiece using Bellback/Siphon rather than a fan. Its threshold must stage Bellback alone across one fixed pillar for a full warning-start lock, release and recovery before the Siphon line can overlap; both creatures are visibly present and no spawn is triggered. This self-contained rehearsal means the cheaper vault does not depend on objective 8, but it consumes part of the layout saving. The alternative still removes one special adaptation and one bespoke staged layout, at the cost of less dynamic angular cover, spectacle and escalation. It does not promise retained playtime, add enemies elsewhere or turn the short rescue into compensation.
- **Overlap accounting.** Combat Rules already owns general perception, targeting, alerts, interruption and return; this page consolidates one bounded single-controller candidate and does not rewrite its parent. Traps And Encounter Progression already owns five families, the regional pressure rhythm and the first Pressure Gallery trace; setpiece A specializes that existing trace at objective 8 rather than adding a third setpiece. Horde Creature Proposals supplies the three special behaviors; this page classifies, allocates and integrates them rather than claiming three wholly new designs. Equipment Catalogue and Acquisition own parts, C/A and legal rig paths. Player Information owns cue presentation/accessibility equivalents. Save And Content State owns identities/transaction consistency.
+ **Overlap accounting.** Combat Rules already owns general perception, targeting, alerts, interruption and return; this page consumes the accepted bounded ordinary-launch compatibility rule and does not rewrite its parent. Traps And Encounter Progression already owns five families, the regional pressure rhythm and the first Pressure Gallery trace; setpiece A specializes that existing trace at objective 8 rather than adding a third setpiece. Horde Creature Proposals supplies the three special behaviors; this page classifies, allocates and integrates them rather than claiming three wholly new designs. Equipment Catalogue and Acquisition own parts, C/A and legal rig paths. Player Information owns cue presentation/accessibility equivalents. Save And Content State owns identities/transaction consistency.
**Unique v1 increments.** This proposal adds three ordinary role definitions (Boltspitter, Clampcrawler, Veilbearer), scoped combat-state/placement extensions for the three existing ordinary roles and three existing special briefs, one shared combat-state sheet, ten encounter allocations inside existing objectives, and two setpiece specifications included within those ten. Cross-order integrity adds two separated cue bays/fixed separation at placement 5 and one separated approach beat at placement 6; the cheaper roster carries one conditional Bellback threshold rehearsal. These are geometry/staging work inside already counted placements, not new encounters or rooms. The proposal adds zero regions, objectives, rooms, language/mystery chains, survivor scenes, equipment definitions or mechanism families. The setpieces reuse objective 8's Phase/Breath work and objective 11's pressure iris; their exact room geometry remains part of the future room/instance ledger and the twelve placed-mechanism inventory, not silently completed here.
- This outcome advances the combat/interface/roster remainder of Production Scope's combined **Acquisition, build/combat interfaces and roster** row after Acquisition 26; it does not reopen or add the full Catalogue, Acquisition, Traps, Regional, Player Information, Save or older outline estimates. Remaining finite authoring is ten encounter-placement briefs with exact permitted geometry/populations/cue variants and recovery access; two setpiece room layouts satisfying the obligations above; role-specific presentation equivalents; encounter combinations against the final twelve mechanism placements; and an explicit multiple-ordinary-controller decision if such builds enter content. TARGET/STRETCH roles and variants remain unestimated.
+ This outcome advances the combat/interface/roster remainder of Production Scope's combined **Acquisition, build/combat interfaces and roster** row after Acquisition 26; it does not reopen or add the full Catalogue, Acquisition, Traps, Regional, Player Information, Save or older outline estimates. Remaining finite authoring is ten encounter-placement briefs with exact permitted geometry/populations/cue variants and recovery access; two setpiece room layouts satisfying the obligations above; role-specific presentation equivalents; encounter combinations against the final twelve mechanism placements; and, only if later content exceeds the accepted envelope, a new multiple-independent-launch policy. TARGET/STRETCH roles and variants remain unestimated.
## Self-check and unresolved interfaces
- All nine roles have a silhouette/warning, local perception, wind-up/action/recovery, effect on astronaut/work, interrupt/avoid/defeat conditions, player choice, manual rig response, no-unique-part baseline and causal-wave/Dynamo boundary. Veil casts now name an eligible ally; Clampcrawler locks the operator position and distinguishes cancellation before/after commitment; Bellback locks its cone when the warning begins. The allocation uses all nine roles across four regions, assigns ten encounters to existing objectives, counts two setpieces inside that ten, adds no encounter at ship-side objective 10 and invents none for unresolved objective 12. Both retained Regional orders receive low-pressure Boltspitter and Flanker cues before their mixtures without objective or learned-state gates. At least placements 6, 8 and 9 change persistent work or evidence decisions. The revisit compares two legal 6 C/6 A rigs and conserves material/property. No controller-free shot, global Dynamo, Fork amplification, remote drain, punitive counter-spawn, mandatory equipment gate, death material penalty, rescue exception, story truth or ending lock was added.
+ All nine roles have a silhouette/warning, local perception, wind-up/action/recovery, effect on astronaut/work, interrupt/avoid/defeat conditions, player choice, manual rig response, no-unique-part baseline and causal-wave/Dynamo boundary. Veil casts now name an eligible ally; Clampcrawler locks the operator position and distinguishes cancellation before/after commitment; Bellback locks its cone when the warning begins. The allocation uses all nine roles across four regions, assigns ten encounters to existing objectives, counts two setpieces inside that ten, adds no encounter at ship-side objective 10 and invents none for unresolved objective 12. Both retained Regional orders receive low-pressure Boltspitter and Flanker cues before their mixtures without objective or learned-state gates. At least placements 6, 8 and 9 change persistent work or evidence decisions. The revisit compares two legal 6 C/6 A rigs and conserves material/property. No controller-free or double-resolved shot, global Dynamo, Fork amplification, remote drain, punitive counter-spawn, mandatory equipment gate, death material penalty, rescue exception, story truth or ending lock was added.
- Open decisions/interfaces are target override/assistance; multiple ordinary actuators; exact warning and recovery timings; damage, health, displacement and population; line/cover/camera rules; Barrier eligibility; Siphon drain presentation; Veil/Shutter visibility distinction; origin evidence and cast interpretations; alive-return populations; exact room geometry and shift-valid access; mechanism-instance allocation; performance/effect density; and acquisition/capacity values. Later owner-authorised implementation and observation with real players must establish readability, accessibility, combat value, build dominance, low-power viability, pressure pacing and performance. This paper contract proves none of them.
+ Open decisions/interfaces are target override/assistance; any later expansion beyond one independent ordinary-launch path; exact warning and recovery timings; damage, health, displacement and population; line/cover/camera rules; Barrier eligibility; Siphon drain presentation; Veil/Shutter visibility distinction; origin evidence and cast interpretations; alive-return populations; exact room geometry and shift-valid access; mechanism-instance allocation; performance/effect density; and acquisition/capacity values. Later owner-authorised implementation and observation with real players must establish readability, accessibility, combat value, build dominance, low-power viability, pressure pacing and performance. This paper contract proves none of them.
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