Commit ac0a8f

2026-09-10 11:44:30 Anonymous: Review49 response: correct seven-space rigs, temporary effects and shared stage/cadence state
hold the flood/equipment acquisition and rig growth.md ..
@@ 50,21 50,23 @@
These are separate forms of progress:
- **Permanent equipment:** a physical reusable part carried aboard remains in the collection. Taking it still costs room that could hold oxygen or salvage.
- - **Temporary expedition power:** resolving a new crowd crest can offer an upgrade to a connection already active. A first ordinary crest offers a foundation choice, a second distinct crest a branch or refinement, and an optional larger wake may offer a rarer transformation. Every temporary upgrade resets when the astronaut returns aboard, alive or revived.
+ - **Temporary expedition power:** resolving a new announced pressure stage can offer an upgrade to the active rig. As an illustrative sustained-outing cadence, three to five meaningful choices could provide a foundation, then a branch, then refinements or changes; an optional larger authored stage may offer a rarer transformation. This is not a quota or a claim that current routes support it. A short trip can earn one and cleared travel earns none. Every temporary upgrade and every earned-but-unchosen offer resets when the astronaut returns aboard, alive or revived.
- **Knowledge:** observed part behaviour, source locations, crowd traits and useful combinations remain recorded. Knowledge neither creates a part nor preserves a temporary upgrade; it lets the player plan the next fresh climb.
- A crest pays once for the current station arrangement when the player resolves its committed arrival: exhausting or out-killing the source flow until the room visibly releases, or completing a physical seal. The visible high-pressure beat is the latest safe resolution window, not a danger quota the player must wait to fill. A strong build that clears the first arrivals, or a prepared player who seals their route before crowd pressure peaks, earns the crest immediately at that successful break. Escaping earns nothing and re-entry resumes the same unresolved crest. A resolved crest remains spent across a living return. A genuinely new crest requires another announced physical source, machinery wake or authored escalation, even when it occurs later in the same area. This makes skilled prevention and forward exploration sources of renewed power instead of instant repopulation, deliberate stalling or deliberate death. Its accepted cost is that an unsuccessful escape provides no temporary help and a conveniently placed seal could become the default reward route, so encounter placement must make sealing a real tactical choice.
+ An eligible stage is one finite, announced pressure release from an identified physical source. Once its arrivals commit, it pays one choice when the player clears all attackers committed to that release or completes a physical seal that ends their access. Killing faster than arrivals suppresses the lane but does not stop a release that still has committed attackers feeding through it. Early decisive clearing or sealing earns immediately without waiting for a peak, and both resolutions give the same choice. Their combat, oxygen and access costs may differ.
- ## Legal rigs and a same-budget choice
+ Escape earns nothing and re-entry resumes the same unresolved stage. A resolved stage pays once for the current station arrangement and remains spent across a living return; reopening the same seal cannot pay again. A later machinery release is another stage only when separately authored, announced and sourced. Physical seal persistence follows its mechanism, and death itself pays nothing. This makes skilled prevention and forward exploration sources of renewed power instead of instant repopulation, deliberate stalling or deliberate death. Its accepted cost is that an unsuccessful escape provides only retained property and knowledge, while a conveniently placed seal could become the default reward route, so placement must make sealing a real tactical choice. Where the next eligible frontier lies still needs route/content support; no quick first choice after reset is guaranteed.
- Costs below use the existing illustrative C/A values and assert no balance. Several ordinary outputs are legal when the installed rig, carrying manifest and visible power budget support them. Each automatic actuator keeps its own target and readiness; firing and returns add heat. Compatible link changes occur in the fully paused journal under this reversible proposal. Mounting, removing or picking up a physical part remains a live-world action.
+ ## Legal later rigs and a same-budget choice
- | Six-space direction | Permanent base | Temporary development | Distinct payoff and cost |
+ Costs below use the existing illustrative C/A values and assert no balance. Several ordinary outputs are legal when the installed rig, carrying manifest and visible power budget support them. Each automatic actuator keeps its own target and readiness; firing and returns add heat. Power preview sums states that can truly overlap, while mutually exclusive relinks or buffered charge/discharge modes are checked as separate peaks. Compatible link changes occur in the fully paused journal under this reversible proposal. Mounting, removing or picking up a physical part remains a live-world action.
+
+ | Seven-space direction | Permanent base and exact path | Temporary development | Distinct payoff and cost |
|---|---|---|---|
- | **Density storm** | Sensor, Projector, Dynamo, Fork and Arc use the proposed **6 C / 6 A**. Projector fires automatically; its impacts can feed an independently ready Arc descendant. | A first crest may offer **Echoing Arc**; a second may add a return branch or stored manual **Thunderhead**. | Packed bodies turn one launch into a growing electrical wave. Sparse, insulated or heavy targets break the chain; the Arc/Fork commitment leaves less defence and produces high heat. |
- | **Ricochet control** | Sensor, Projector, Dynamo, Capacitor, Manual Trigger and Barrier use the same proposed **6 C / 6 A**. | **Rebound Disc** gives Projector a finite return path; a later **Fragment Wake** spends each rebound's remaining echo to shed projectiles. Stored impact charge instead supports the manual Barrier. | Hard corridors become a luminous impact field while the player reads angles. Open rooms and absorbing enemies kill rebounds; keeping Barrier consumes space that could extend the projectile chain. |
+ | **Density storm** | Threat Sensor 1→Pulse Projector 1. Impact Dynamo 1 clamps to Projector's physical-output feed and emits proposed 2 U through Fork Relay 1→Arc Emitter 2 + Capacitor 1. Total **7 C / 7 A**. With both branches ready, Arc receives 1 U and Capacitor stores 1 U per eligible Projector wave. | **Echoing Arc** gives that one accepted Arc action a proposed two-echo target allowance; each echo extends the physical arc to another valid nearby target, adds heat and creates no signal or U. **Thunderhead** temporarily permits a full Capacitor to make a chosen manual 4 U release. After a paused relink to Capacitor→Fork→Arc + Projector, Fork gives 2 U to each ready branch and the store empties. | Packed bodies turn automatic impacts into wider arcs while banking a manual climax. Sparse, insulated or heavy targets break the chain; Dynamo contributes only once per external wave, returns do not refill storage, and the Arc/Fork/Capacitor commitment leaves less defence and produces high heat. |
+ | **Ricochet control** | Threat Sensor 1→Pulse Projector 1; Impact Dynamo 1 clamps to its physical-output feed→Capacitor 1. Manual Trigger 1→Vector Nozzle 2. Total **7 C / 7 A**. After charging, a paused relink can send Capacitor's chosen manual release to Projector. No free Barrier or magnetic-shove part is implied; Nozzle is the named positional actuator. | **Rebound Disc** transforms the Projector shot and gives it a proposed two-echo rebound allowance; each rebound spends one echo and adds heat. **Fragment Wake** may turn the final rebound into one terminating fragment burst with added power/heat, no new echo and no second Dynamo contribution. Nozzle moves eligible bodies or loose covers to shape the lane; it does not steer the disc unless later explicitly authored. | Hard corridors become a luminous impact field while the player shapes body positions and reads angles. Open rooms and absorbing enemies kill rebounds; the original wave charges storage only once; Nozzle and Manual occupy the spaces Storm spends on Fork and Arc, leaving no Barrier. |
- These are contrasting directions, not prescribed sets or newly allocated permanent parts. Echoing Arc, Rebound Disc, Fragment Wake and Thunderhead are illustrative temporary effects tied to the existing collection. The player can hybridize, stop after one choice or change links without finding a duplicate. Exact power, heat and echo values remain open.
+ These are contrasting later directions, not prescribed sets, starting kits or newly allocated permanent parts. Under the current ten-C comparison, either base plus one proposed 2 C canister leaves one C for a discovery and no room for another full canister. Echoing Arc, Rebound Disc, Fragment Wake and Thunderhead are illustrative temporary effects tied to the existing collection and expire aboard. The player can hybridize, stop after one choice or choose the same permanent base next trip while earning its temporary effects again. Exact supply, draw and heat values remain open; the illustrative effects' two-echo and full-store boundaries are explicit but still replaceable.
## Property lifecycle
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This first pass advances only the acquisition/rig-growth portion of Production Scope's remaining **Acquisition, build/combat interfaces and roster** row. It reuses all twelve prepared Catalogue definitions, the four proposed Survival starters and five existing Regional part rewards. Unique v1 increments are the three source fixtures counted above, two reversible ship-side area-configuration states, one provisional repair/paired-adapter operation template, and this one cross-objective expedition trace. The template does not count an authored recovery route until its exemplar/ports, material, source and recovery details exist. The future room/mechanism inventory must place the three fixtures and their recovery controls; the roster portion of the Production row remains untouched. Do not add the Catalogue, Regional, Survival or Save first-pass envelopes again.
- Self-check: exactly twelve catalogue parts have a start/source, observable behavior, object consequence and next use; four are proposed starters and eight are later sources. The worked rigs show 4, 5, 6 and 8 A, actual C/A totals, automatic and manual control, targeting/readiness and two same-budget six-space directions. Several automatic outputs may coexist when the installed rig, carrying manifest, visible power and heat permit; each keeps its own readiness and target. Fork uses pre-allocation candidates and conservative division; Dynamo is locally clamped and emits proposed 2 U; Capacitor uses 0–4 U storage and 2 U release. Physical pickup/mount/removal remains live while compatible mounted-link editing is paused. One installed-part revisit and one deliberate-death return are explicit. Carried, installed, reclaimed, dropped, duplicate, consumed, repaired and adapted states conserve identities. No part, survivor, translation, treatment, fabrication pattern, active-area expansion or story decision is mandatory for its own acquisition.
+ Self-check: exactly twelve catalogue parts have a start/source, observable behavior, object consequence and next use; four are proposed starters and eight are later sources. The expedition trace shows 4 A and 5 A rigs; the comparison table shows two exact later **7 C / 7 A** directions. Several automatic outputs may coexist when the installed rig, carrying manifest, visible power and heat permit; each keeps its own readiness and target. Fork uses pre-allocation candidates and conservative division; Dynamo is locally clamped and emits proposed 2 U once per eligible external wave; Capacitor ordinarily stores 0–4 U and releases 2 U, while temporary Thunderhead explicitly spends a full 4 U. Echoing Arc creates no signal output or charge. Physical pickup/mount/removal remains live while compatible mounted-link editing is paused. One installed-part revisit and one deliberate-death return are explicit. Carried, installed, reclaimed, dropped, duplicate, consumed, repaired and adapted states conserve identities. No part, survivor, translation, treatment, fabrication pattern, active-area expansion or story decision is mandatory for its own acquisition.
Remaining decisions/interfaces are the owner's acquisition preference; true starting kit, carrying and active-area values; alternatives or tuning to proposed assembly/objective-item sizes; exact automatic-output power supply, heat limits and echo budgets; part quantities, duplicate stacking and salvage availability; which fixtures may be stripped and their recovery geometry; adapter presentation; alternate overflow/readiness/target policies; alive-return population behavior; ship-readiness interaction; optional home projects/cast; and final shift, story, corruption and ending rules. Later authorized implementation and real-player evidence must establish discovery clarity, paused-link usability, viable-build diversity, packing pressure, dominance, combat value and pacing. This design-only article proves none of them.
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