Commit b030c9

2026-09-06 17:33:15 Anonymous: DES101 r5: N14 no pump upkeep (matches WLD101 r7); Q26 second-branch energising stated; Q27 coil discharges into what you touch, scenes put the electrician in the channel in insulation; provenance points at WLD r7; define build expression, telegraphed, counterplay, XP; decision 2 without codes
hold the flood/design.md ..
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# Hold the Flood | Two concept directions
- **DES101 | r4 | 2026-09-06 | Lead Game and Systems Designer | In review | ready for owner concept steering per Design Review r4 and r5**
+ **DES101 | r5 | 2026-09-06 | Lead Game and Systems Designer | In review | ready for owner concept steering per Design Review r4 to r6**
**Recommendation (proposal):** Develop **A: The Borrowed Route**. You are a surveyor in a drowned district whose machinery runs on one rule: current. Current is what fights, what opens doors, what draws the Flood, how you pack your gear, and what keeps your camp above water. Learning that rule is the game.
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- **Salvage / bundle / cargo:** salvage is the material the colony needs; a bundle is one slot of it; cargo is the bundles in your rack.
- **Deposit:** a marked pile of salvage in the district.
- **Cutter:** a handheld tool that fires by itself at the nearest organism. Needs no slot.
- - **Coil:** a two-slot module that stores a discharge. Trigger it and its charge arcs into whatever you stand on; in water it reaches everything the water touches.
+ - **Coil:** a two-slot module that stores a discharge. Trigger it and its charge flows into whatever conductive thing you are touching: dry ground takes nothing; water carries it to everything the water touches, including you unless you wear insulation. To reach a channel you must be in it.
- **Insulation:** a one-slot module that stops current, in the rack and on the surveyor.
- **Charge:** fuel shed by the Flood, stored in batteries, spent by modules and machines. Never leaves the district.
- **Mote:** a dropped fleck of charge; walk over it to fill a battery.
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- **Causeway / culvert / yard / pump hall / sluice / hatch:** places in the district, drawn under Topology.
- **Chokepoint:** a narrow place where a crowd must come at you a few at a time.
- **Meta-progression:** what carries over between expeditions.
+ - **Build expression** (PM pages): the way a loadout shows a strategy. On this page, loadout expression.
+ - **Telegraphed:** announced before it happens, so a player can see it coming. Every surge is telegraphed by the forecast.
+ - **Counterplay:** what an opponent, here the Flood or the district, can do against a loadout, and what the player can do back.
+ - **XP:** experience points, the survivorlike habit of growing stronger per kill. This design gives none.
## The problem both directions must solve
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## A. The Borrowed Route (recommended)
- **Fantasy and motive.** You are a surveyor for a crew of a dozen survivors camped on a dock above the water line, with one pump between them and the Flood. The pump burns salvage; that is why you haul. Stop hauling and the dock floods. The crew before yours went into the district and did not come back; their tally board is in the pump hall. You go in to learn why the district's own machinery was turned against the Flood, and by whom.
+ **Fantasy and motive.** You are a surveyor for a crew of a dozen survivors camped on a dock above the water line, with one pump between them and the Flood. The pump runs on salvage already banked, and nothing is charged per expedition, so a light, investigative return is never punished; but every repair, every change of which dock is held, and the ending itself are paid in salvage, so a colony that stops hauling can never change anything, and the last dry ground stays exactly as exposed as it is. The crew before yours went into the district and did not come back; their tally board is in the pump hall. You go in to learn why the district's own machinery was turned against the Flood, and by whom.
**The Flood (proposal).** A mass of bioelectric organisms that pours in on the relay's schedule. You cannot outfight it: a surge is hundreds arriving faster than a cutter kills. You can thin it, hold a chokepoint, stun a mass in water, or make it go somewhere else.
**The spine rule, stated once for district, rack and colony.**
1. *Conduction.* Current flows between touching conductors, and through water to everything the water connects. Insulation stops it.
2. *Power.* A device works only while energised: a hatch, lamp or beacon on a live cable or channel; a rack module linked to a charged battery.
- 3. *Attraction.* The relay pulses at each dispatch from whichever fixed beacon is energised, and the surge enters by that beacon; the panel alone decides which, or none. If two fixed beacons pulse at one dispatch, the surge splits between them and the forecast shows both. After entry a surge moves toward the nearest lit beacon within its sight, re-evaluated continuously; each beacon shows its reach as a glow; with none in sight it spreads along the branch it entered. The fixed beacons stand at the far ends of different branches, out of each other's sight, so switching the panel never moves a surge that has already arrived: only a beacon carried into its sight does. A dispatched surge keeps its intake. Wiring, signs and wear never change between expeditions.
+ 3. *Attraction.* The relay pulses at each dispatch from whichever fixed beacon is energised, and the surge enters by that beacon; the panel alone decides which, or none. The panel powers at most one branch, but a coil discharged into a channel, or a valve that joins the two branches' channels, can energise the second branch across a dispatch; if two fixed beacons pulse at one dispatch, the surge splits between them and the forecast shows both. After entry a surge moves toward the nearest lit beacon within its sight, re-evaluated continuously; each beacon shows its reach as a glow; with none in sight it spreads along the branch it entered. The fixed beacons stand at the far ends of different branches, out of each other's sight, so switching the panel never moves a surge that has already arrived: only a beacon carried into its sight does. A dispatched surge keeps its intake. Wiring, signs and wear never change between expeditions.
4. *Charge.* A killed organism drops a small mote; a mass stunned in water sheds a large one. Motes fade in seconds. Walking over one fills a battery in your rack; with no battery, the charge is lost.
So: a valve that joins channels extends where current reaches; a pump that drains one cuts it; the coil injects it; the panel routes it; and the powered branch is the branch the Flood comes to. That last consequence is what prices the panel: switching is free and available on the first expedition, but powering a branch to open its hatch invites the next surge there, the panel stands in the open a dash from shelter, and a surge already dispatched does not turn back.
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**The rack.** Six slots; each holds a module or a bundle. Conduction applies inside it. Salvage is dredged wet and conducts; modules do not, powered or not; insulation blocks conduction on either side of it. When packing you draw one link from each battery to the one module it powers; an unlinked module is dark and inert. A battery leaks into every bundle it touches, shown as a drip, whatever the links say. With a two-slot coil linked to a battery, the battery touches at least one further slot in every position, so "three bundles and a leak-free battery" is impossible: carry insulation and two bundles, leave a slot empty, or accept a battery that drains over the expedition. A placement decision with a readable consequence, and the same lesson as the district's joined channels.
- **Loadouts (three sketches; the design document gives costs and counterplay).** *Electrician:* coil, battery, insulation, two bundles; sets the panel to yard on purpose, waits for the surge to wade into the yard channel, and triggers the coil: stun, a full battery and an open hatch in one act. *Hauler:* cutter only, six bundles; leaves the panel on causeway, takes the culvert to the quiet yard, banks the most, never opens anything powered. *Shepherd:* portable beacon module plus battery; steady while powered, so a surge that can see it is drawn toward wherever it stands; carried into a surge's sight and planted, it pulls the surge off the interior route; darken it and the pull stops; leave it lit near you and the surge comes to you; its battery leaks into any bundle it touches. Which fits depends on which surge is committed, what lies behind it, and which dock is dry.
+ **Loadouts (three sketches; the design document gives costs and counterplay).** *Electrician:* coil, battery, insulation, two bundles; sets the panel to yard on purpose, stands in the yard channel's edge in insulation, waits for the surge to wade in, and triggers the coil: stun, a full battery and an open hatch in one act. *Hauler:* cutter only, six bundles; leaves the panel on causeway, takes the culvert to the quiet yard, banks the most, never opens anything powered. *Shepherd:* portable beacon module plus battery; steady while powered, so a surge that can see it is drawn toward wherever it stands; carried into a surge's sight and planted, it pulls the surge off the interior route; darken it and the pull stops; leave it lit near you and the surge comes to you; its battery leaks into any bundle it touches. Which fits depends on which surge is committed, what lies behind it, and which dock is dry.
**Gathering and colony.** Bundles compete with modules for slots. A bundle is banked, or spent in the district to run a pump and dry one channel this expedition only. The colony is the dock and its pump. Pump capacity is one exclusive standing choice: which dock it holds dry, causeway side or yard side. That inverts which panel setting is safe, because a surge sent toward your dock blocks extraction, and the flooded dock is where the coil works; changing it costs a full return's salvage. Two additive repairs, each a full return: a workshop (one extra starting module choice) and a forecast relay (the first intake known before departure). Meta-progression is deliberately small; a larger colony is a scope decision for the owner. Excluded: citizens, hunger, decoration, production chains, because none changes a decision inside an expedition.
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| Rack conduction, mirrored from the district | What you can pack |
| The mystery: who left the panel on causeway, and why (the world designer's false-refuge chain) | Which place is worth the risk |
- **Signature interaction (illustration).** Quiet two. The panel is on causeway, so the yard is dark: beacon dark, pump-hall hatch shut, a cable running from the yard circuit along the shallow channel to that hatch. Surge one is holding at the causeway's far end. You want the hatch. Panel route: a dash to the causeway head, yard. The yard lights up, the hatch opens and stays open, and the forecast now says surge two enters through the yard in ninety seconds, where you stand. Coil route: from the dry ledge, trigger the coil into the channel; the current reaches the hatch for a few seconds, you cross in insulation, the yard stays dark, but you have spent surge one's charge, and if a dispatch lands inside your discharge window the yard beacon fires and surge two comes anyway. Electrician's route: set yard, then wait on the ledge for surge two to wade into the channel before triggering: stun, a full battery and an open hatch, because you invited the surge to where your coil is. The surge is bait, key and clock at once; knowing the rule is what lets you choose which.
+ **Signature interaction (illustration).** Quiet two. The panel is on causeway, so the yard is dark: beacon dark, pump-hall hatch shut, a cable running from the yard circuit along the shallow channel to that hatch. Surge one is holding at the causeway's far end. You want the hatch. Panel route: a dash to the causeway head, yard. The yard lights up, the hatch opens and stays open, and the forecast now says surge two enters through the yard in ninety seconds, where you stand. Coil route: step into the channel's edge wearing insulation and trigger the coil; the current reaches the hatch for a few seconds, you cross, the yard stays dark, but you have spent surge one's charge, and if a dispatch lands inside your discharge window the yard beacon fires and surge two comes anyway. Electrician's route: set yard, then stand ankle-deep at the channel's edge in insulation and wait for surge two to wade in before triggering: stun, a full battery and an open hatch, because you invited the surge into the water you are standing in. Without insulation that current is yours too, which is the electrician's whole risk. The surge is bait, key and clock at once; knowing the rule is what lets you choose which.
**Rhythm (illustrative fifteen-minute expedition).**
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**Decisions requested from PM, and from the owner via OWN101.**
1. Working direction: A, B, or a premise change.
- 2. Carry the spine rule, world rules W1 to W4 and shelter rules S1 to S3 into the design document as candidate rules (recommended).
+ 2. Carry the spine rule, the world designer's four world rules (attraction, commitment, stable evidence, turned signs) and the three thinking-room rules (notebook, shelter, live evidence) into the design document as candidate rules (recommended).
3. No kill experience; charge motes are the only kill yield (recommended).
4. Fixed layout with variable placement, for fair clues (recommended).
5. The whole-game shape above: one district with an ending at the relay's source (proposal), or an open-ended game.
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**Owner requirements (Brief a449b2, D005 to D011):** survivorlike; exploration, experimentation, mystery; the Flood is massed enemies; assume nothing exists; Unity; Steam; design only until the owner authorizes development after reviewing the design document; no AI-generated art; prefer existing free assets; purchases and rare custom assets need owner approval.
- **Provenance.** Inspirations are owner statements, not research. Both directions assume a solo player with automatic basic attacks. Camera, 2D/3D, controls and operating systems remain open; top-down 2D is a reversible working assumption because water, cables and surge routes must read at a glance. The dispatch and forecast fiction above (the relay calls the Flood on a fixed cycle; the forecast is the relay's own display; the colony's pump burns salvage) agrees in substance with the world designer's own answers in World and Mystery r6, written independently against the r2 body; treat r6's wording as the shared text for the owner document.
+ **Provenance.** Inspirations are owner statements, not research. Both directions assume a solo player with automatic basic attacks. Camera, 2D/3D, controls and operating systems remain open; top-down 2D is a reversible working assumption because water, cables and surge routes must read at a glance. The dispatch and forecast fiction above (the relay calls the Flood on a fixed cycle; the forecast is the relay's own display; the pump runs on banked salvage) agrees with the world designer's answers, first written independently in World and Mystery r6 and aligned with this page's rules in r7; treat World and Mystery r7 or later as the shared text for the owner document, never r6.
- **What r4 changes (r3 is page history 0b4039).** Answers Clarity Questions round 2 and Design Review r5. Q22: the panel never moves an arrived surge, because a beacon pulls only within its glow and the fixed beacons are out of each other's sight; only a carried beacon does. That keeps the world designer's W2 and cost-of-diversion argument literally true and asks them to amend the one r5 topology sentence that says the panel drags an arrived surge, or to state the live-lever reading if they prefer it. Q23: the yard intake is the channel beside the pump hall, so the electrician's stun happens as written. Q24: quiet 3 is now actually shorter. N11: modules do not conduct; only wet salvage leaks. Added: a surge splits if two fixed beacons pulse at one dispatch.
+ **What r5 changes (r4 is page history 42f653).** Answers Design Review r6 and Clarity round 3. N14: the pump has no per-expedition upkeep; the colony's stake is long-run, matching World and Mystery r7. Q26: the surge-split rule now says how a second branch can be energised (a coil discharge or a valve joining the branches' channels), confirming the world designer's r7 wording. Q27: the coil discharges into what you are touching, so both coil scenes now put the surveyor in the channel's edge wearing insulation; that makes insulation load-bearing and the electrician's risk real. The provenance line now points at World and Mystery r7, not r6. Four words the Glossary listed as undefined (build expression, telegraphed, counterplay, XP) are defined above; decision 2 no longer uses codes. Design Review r6's N12, N13 and N15 were already met by r4 and World and Mystery r7; N16 (tiers two and three sketched as recombinations) is carried to the design document.
+
+ **What r4 changed (r3 is page history 0b4039).** Answers Clarity Questions round 2 and Design Review r5. Q22: the panel never moves an arrived surge, because a beacon pulls only within its glow and the fixed beacons are out of each other's sight; only a carried beacon does. That keeps the world designer's W2 and cost-of-diversion argument literally true and asks them to amend the one r5 topology sentence that says the panel drags an arrived surge, or to state the live-lever reading if they prefer it. Q23: the yard intake is the channel beside the pump hall, so the electrician's stun happens as written. Q24: quiet 3 is now actually shorter. N11: modules do not conduct; only wet salvage leaks. Added: a surge splits if two fixed beacons pulse at one dispatch.
**What r3 changed (r2 and integration notes 1 to 3 are page history c9b2ed, ea4248, db8c5c).** Design Review r4 closed the concept-packet review, so the reason for keeping the r2 body frozen has expired; r3 folds the three integration notes into the body and adopts World and Mystery r5: intake chosen by the panel, path toward the nearest energised beacon evaluated continuously, beacons at each branch's far end, the sluice, the flooded yard dock, charge motes, the battery link. It answers the Clarity Questions page (CLR101 r1): a glossary (Q1 to Q9), combat and health (Q10, Q11), the whole-game shape (Q12), motive and colony (Q13), title fit (Q14), the body-versus-notes contradiction (Q17, resolved by folding), and the leak-versus-link collision (Q18: leaking is conduction and ignores links; the link only chooses which neighbour is powered). "Build" is renamed loadout (Q3); "run" is expedition (Q4). No canonical decision changed. Length grew by the glossary only; the owner-facing document will move all codes to an appendix (Q21).
- **Acknowledgment and PM report.** Lead Game and Systems Designer, new session of the role; DES101 / Design r4 / In review. Read Hub f55be6, Brief a449b2, Tasks 254220, Team 3ddc81, World and Mystery r6 (430206), Design Review r5 (d3679b) and Clarity Questions r2 (cba5eb) at 2026-09-06 14:24 UTC. The reader's r2 overwrote the lead's status marks on that page (87a011); they are re-applied after this save. D011 and D012 acknowledged; design-only gate and asset restrictions accepted; no build, prototype, asset or test was made. Evidence is written reasoning against the cited revisions, not player data. Open items for PM: record the working direction (OWN101); name which of the two lead sessions is canonical (Clarity Q20); Tasks and the Hub still show DES101 and WLD101 as not started (Clarity Q15, Q16, Q19 are PM's). Next handoff: PM records the direction; the lead then writes the design document (DES102) carrying everything above; the critic reviews it when it exists; the world designer aligns W1's path clause and the r5 topology sentence with the beacon-sight rule, or states the live-lever reading if preferred, and checks the integrated draft. No owner relay, agent creation, development or testing is requested.
+ **Acknowledgment and PM report.** Lead Game and Systems Designer, new session of the role; DES101 / Design r5 / In review. Read Hub 89e2dc, Brief a449b2, Tasks 254220, Team 3ddc81, World and Mystery r7 (fa3eb1), Design Review r6 (a89227), Clarity Questions r3 (5ca22b) and the wiki editor's Glossary (f28f34) at 2026-09-06 14:33 UTC. The Glossary mirrors this page's definitions; this page is the source, and the coil entry there is corrected after this save. D011 and D012 acknowledged; design-only gate and asset restrictions accepted; no build, prototype, asset or test was made. Evidence is written reasoning against the cited revisions, not player data. Open items for PM: record the working direction (OWN101); name which of the two lead sessions is canonical (Clarity Q20); Tasks and the Hub still show DES101 and WLD101 as not started (Clarity Q15, Q16, Q19 are PM's). Next handoff: PM records the direction; the lead then writes the design document (DES102) carrying everything above; the critic reviews it when it exists; the world designer, whose r7 already aligned the world rules with the beacon-sight reading, checks the integrated draft. No owner relay, agent creation, development or testing is requested.
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