Commit bd4baa

2026-09-15 12:22:01 Anonymous: Propose combat growth cadence and renewed Arrangement A route
hold the flood/combat rules.md ..
@@ 16,7 16,7 @@
**Wake.** You step in and the nearest bodies turn. The sound carries. Two ward doors further down shudder, and you can tell which ones will open before they do.
- **Gather.** Thirty or forty slow patients spill into the main lane and walk at you. A faster pack runs the side gallery. Your projector works without pause while you back up the lane, keeping the slow mass in front of you and the pillars between you and the pack. Fighting the crowd supplies regular temporary growth: your build begins changing while the hall is still dangerous.
+ **Gather.** Thirty or forty slow patients spill into the main lane and walk at you. A faster pack runs the side gallery. Your projector works without pause while you back up the lane, keeping the slow mass in front of you and the pillars between you and the pack. The pack and the two ward releases are three visibly marked pressure bands. Breaking them fills three notches around the rig display, so one temporary behaviour choice becomes ready while the hall is still dangerous.
**Crest.** The second ward door gives. There are seventy bodies in the hall now, and the fast pack has reached the pillar you were counting on. You have three choices: take the dense middle, where every spark in your arc chain finds another body; hug the wall, where fewer reach you; or run for the door and lose the hall. You take the middle. When the pack arrives you raise your barrier, and every blow against it charges the capacitor behind it.
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**Ordinary fighting supplies regular temporary combat growth. Larger transformations come at major horde milestones.** Growth happens while the fight develops, so out-fighting an incoming crowd can strengthen the rig before its whole release is resolved. Major milestones mark bigger changes in what the build can do. [Build Rules](/Hold%20The%20Flood/Build%20Rules) owns the upgrade effects and connections.
- The exact growth meter, pickups, choice frequency and milestone conditions remain to be designed. Clearing or sealing a source still changes access and pressure, but a resolved stage no longer automatically defines the only ordinary award. Preventing a release gives safety and access; any additional reward for avoiding that fight, including an early seal, remains open.
+ ### Proposed ordinary cadence: break the band, bank the choice
+
+ Each placed fight divides its standing group or finite release into one to three visible **pressure bands**. A band is a real, bounded set of bodies from the named source or approach—not a timer and not a stream invented by the growth system. Its source or approach warning shows one hollow **Break Mark**. When roughly half of that band's starting bodies have been defeated, the formation breaks and the mark fills automatically. Exact rosters and the half-band threshold are tuning proposals, but the rule is concrete: the player never has to collect a drop or find the last body.
+
+ Three Break Marks bank one ordinary temporary choice. A three-notch ring around the rig display fills without opening a screen. At three, the ring reads **tune ready**; automatic fire and movement continue. The player may open the journal during danger or wait for earned quiet. The journal's full pause then presents two behaviour-changing offers compatible with mounted parts. Taking one empties the ring and changes the rig for the rest of the expedition. An unspent choice can wait, but it and every filled notch expire on return aboard.
+
+ This makes growth regular without turning the station into cleanup work. Each marked band pays at most once in an expedition. Damage after its break, remaining stragglers, waiting beside a safe doorway, leaving and re-entering, and loading the same expedition add nothing. A further mark requires committing to another announced band. A new expedition renews the population and the marks because the entire temporary climb has reset; repeatedly farming the easiest room across returns cannot accumulate permanent advantage.
+
+ ### Major change before the horde is over
+
+ A **major horde milestone** is a named physical event inside a major placement, not another three-mark threshold and not the reward for clearing the room. In the representative Balance Gallery, it occurs after at least one unsealed feeding mouth has committed its first band and the player breaks Bellback's first brace. The gallery announces **transformation ready** while later bands and most of the crowd can still crest. The player can take one compatible larger transformation in the paused journal and use it immediately against that remaining horde. A player who defers keeps the offer only for the current expedition.
+
+ This timing gives the transformation a proving ground instead of handing it out after the spectacle. It also avoids requiring a particular earlier ordinary choice or any proposed special case from a sample build. Other major placements need their own equally visible midpoint event; merely crossing a threshold or retreating before the event earns nothing.
+
+ ### Early sealing is the safety branch
+
+ Closing a source before one of its bands commits prevents that band and its Break Mark. The preview states the exchange plainly: **seal now—less crowd, one fewer possible mark this expedition**. The payoff is immediate quiet, protected condition, less oxygen exposure and a safer route, not consolation combat power. Sealing after a band commits does not erase a mark already earned, but it does not award one for an unbroken band. In the Balance Gallery, sealing one mouth early still leaves Bellback and the other mouth able to reach the representative major milestone, so caution reduces density without locking out the expedition's large transformation.
Retreat preserves the temporary power already earned until the expedition ends. Leaving and re-entering a room does not by itself count as a new expedition. Reopening a seal or dying is not itself an ordinary fighting reward. Completed work keeps its owning persistence rule.
- **Rhythm.** The intended climb begins during ordinary travel fights, changes the way the player handles denser crowds, and reaches larger transformations at major horde milestones. A new expedition renews both the opposition and the opportunity to grow, even on a route used before. Exact quantities and intervals are open. **How it could fail:** frequent choice screens interrupt the fight; growth arrives too late to affect it; or a milestone transformation feels like a reward after the exciting part rather than a new way to tackle what comes next.
+ **Rhythm target.** One ordinary choice should usually become ready after two to four minutes of outward movement and forward fighting, depending on the route's band spacing; the player controls when to pause and take it. A named major placement should grant its larger transformation with enough committed crowd left to use it for roughly the final third of that fight. These are authored paper targets, not measured playtime or validated balance. **How it could fail:** a half-band break line feels arbitrary, three notches make different routes converge on the same tempo, players leave as soon as a mark fills and treat the remaining horde as waste, or every choice is postponed until quiet and loses the pleasure of changing under pressure.
## Working under pressure
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- **Walking home alive** keeps the current room arrangement. It still leads to a new expedition with renewed crowds.
- **Dying** shifts the unjoined station as well as ending the expedition. Unconnected areas gain new neighbours. Death carries no extra penalty beyond losing your position and any unfinished work; the new crowd is never a reaction to how well your build did.
- **A familiar route, a new climb.** You return with a useful component after clearing the pressure hall. On the next expedition your temporary upgrades are gone, but the component is still yours and the door you unlocked stays open. Fresh enemies make the route a place to grow again. A permanent seal still blocks its former source, so the renewed encounter needs believable remaining approaches rather than reopening your completed work. How populations occupy these altered routes is the next placement task. The route should offer useful growth before its major encounter while retaining a viable approach for a player without a particular temporary upgrade. [Hordes and Builds](/Hold%20The%20Flood/Hordes%20and%20Builds) describes the intended power climb.
+ ## A familiar route with fresh pressure
+
+ This proposed renewal pass uses the existing Arrangement A route in human terms: **Dock Mouth → R-3 Approach → Jammed Pressure Approach → Sampling Loop → Balance Gallery** (R01→R11→R17→R20→R25).
+
+ **First approach and permanent change.** On the earlier expedition, the astronaut shut the R-3 Approach's quarantine grille and cleared the bodies already through it. That source seal remains closed. Farther on, they fought through the Jammed Pressure Approach's side wards without locking those wards. Their earlier marked-wall capture from Intake made its blank panel an informed cutter test; in earned quiet, they cut it open. The smallest necessary placement change is to make the successful cutter work a narrow two-way service passage from the near side of that long room to its far threshold at the Sampling Loop. It adds no room, source, objective or station-joining face. The passage remains open as a local shortcut. The astronaut returned alive, so the arrangement did not shift; all temporary power still ended aboard.
+
+ **Later expedition and physical renewal.** The quarantine grille is still visibly dogged shut, so no renewed body comes from it. A fresh Flanker band waits in the Jammed Pressure Approach's already visible side gallery and can run through its shown near threshold if alerted. Fresh Pressers occupy its two still-unsealed side wards and arrive only through their ward doors. The Sampling Loop has no source of its own: pressure there consists only of remaining creatures that visibly followed from the ward hall plus its existing Glass Siphon. The Balance Gallery renews from its two still-unsealed feeding mouths. The completed R-3 seal and the opened service passage are never reversed to make this possible.
+
+ The player deliberately takes the long ward lane outward. Breaking the Flanker band and both ward bands supplies three fresh Break Marks and one ordinary choice before the climax. The shortcut remains the safer walk home. A player can instead use it outward and forgo those bands; the Balance Gallery keeps a no-upgrade baseline and its own major milestone. [Hordes and Builds](/Hold%20The%20Flood/Hordes%20and%20Builds) describes the intended power climb.
+
+ ### Paper timeline for the later expedition
+
+ | Approximate live interval | Player pressure and pleasure |
+ |---|---|
+ | **0:00–0:45** | Leave the ship with the current example's 12 O suit tank and one 8 O canister; cross Dock Mouth toward the familiar junction. The empty temporary ring makes the new climb explicit. |
+ | **0:45–1:10** | Cross R-3 Approach. Its closed grille proves persistence. Movement and sound from the exploration leg warn that this expedition's population is ahead, not behind the seal. |
+ | **1:10–1:50** | Meet the renewed Flanker band around the first pillar. Its break fills mark one; the mostly automatic rig keeps firing while the player chooses the line. |
+ | **1:50–2:55** | Enter the long lane and wake the two ward bands. Their breaks fill marks two and three. **Tune ready** appears before the second ward is empty; the player may take one behavioural choice in the paused journal or hold it. |
+ | **2:55–3:30** | Earn quiet by clearing or separating the bodies already through. Inspect the marked panel, its old cutter work and the crew-name lamp without a surprise refill. Moving onward, not a timer, ends the lull. |
+ | **3:30–4:25** | Cross Sampling Loop under the Glass Siphon and three-beat Breath Bank. This is pressure and persistent cap work, not another invented source or free mark. |
+ | **4:25–4:55** | In quiet, couple the canister while the world and oxygen continue, and inspect the source counter stamped after the hospital was supposedly empty. The journal may be opened for notes with everything paused. |
+ | **4:55–6:40** | Reach Balance Gallery. Both unsealed mouths pour at once; after at least one has committed its first band, breaking Bellback's first brace announces the major transformation around **5:50–6:05**. The player chooses it in the journal and has the later bands and remaining crowd in which to enjoy it. Sealing one mouth early trades its possible ordinary marks and density for safety without removing the major event. |
+ | **6:40–7:10** | Earn the gallery's quiet and compare its far-wall mark with the Sampling Loop counter. The discovery follows the spectacle instead of competing with it. |
+ | **7:10–8:20** | Walk home through the open Jammed Pressure service passage, the quiet sealed junction and Dock Mouth. The shortcut turns the permanent change into return margin rather than free outbound power. |
+
+ At the current proposal of 1 O per 30 seconds, 12 O in the suit plus one 8 O canister is ten minutes of base breathing. An 8:20 paper route leaves about 1:40 before damage, hesitation or an interrupted transfer; it is plausible enough to discuss, not certified safe. R12's stocked travel air sits on the rescue branch and remains rescue preparation, not assumed personal supply. The Breath Bank moves danger, not oxygen. No local refill is counted, and the default reserve marker remains only a warning. [Survival And Loadout](/Hold%20The%20Flood/Survival%20And%20Loadout) owns these provisional quantities and transfer rules.
## The creatures
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The stage pours from both mouths at once. The Bellback's wave shoves a dozen bodies onto one plate, the ribs swing, and the floor tips under you. A cautious player seals one mouth early, shelters at the rib and crosses on the Bank's quiet beat. A player with a crowd build steps into the neutral lane, lets the stage come to them — and releases.
+ Once at least one unsealed mouth has committed its first band, breaking Bellback's initial brace makes the transformation cue arrive. It is not victory music: later bands and most of the gallery still remain. Taking the offer changes how the current rig meets that remaining density; refusing or deferring it leaves the baseline route intact.
+
In the quiet after, the chamber is still live. Freeing one rib takes two cutter releases, each a job that stays done once finished, and seating the pin then fixes that rib for good while the other still swings. On the far wall a mark matching the sample counter turns an old record into a lead.
**How it could fail:** three rhythms at once become unreadable, and the player dies to something they could not see coming.
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- Target overrides and aim assistance, including whether nearest-visible stays the default.
- Damage, health, warning timings and displacement.
- Exact crowd sizes, performance and effect density on screen.
- - How renewed crowds occupy combat areas after permanent doors, joins and source seals change their routes.
+ - Renewal placement for the other station arrangements after permanent doors, joins and source seals change their routes; this page demonstrates only one route.
- How further pressure or replenishment works during an ongoing expedition, while preserving useful quiet.
- - Whether actual routes offer enough ordinary fighting and growth before major encounters.
- - What the upgrades do, their choice frequency and presentation, and what counts as a major transformation milestone.
- - Rewards for avoiding a fight or sealing a source before release.
+ - Whether the proposed half-band break, three-mark choice and player-timed journal selection produce a readable cadence; this requires later authorized validation.
+ - Major milestone events for placements other than the representative Balance Gallery.
+ - The particular temporary offers and their compatibility rules remain owned by Build Rules.
+ - Whether early sealing needs a reward beyond the proposed safety, oxygen and quiet trade.
+ - Whether the Jammed Pressure marked panel should become the proposed local shortcut or another equally small placement repair should carry that job.
- Field healing and lasting injuries are not yet designed.
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