2026-09-10 13:52:28
Anonymous:
Integrate reviewed horde-scale builds and expedition comparison
hold the flood/equipment acquisition and rig growth.md ..
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These placements add **three equipment-source fixtures**—R-3 quarantine emitter, cable-junction sterilisation exchanger and one transfer-site Cycler—to existing objective instances 4, 5 and 7. Equipment acquisition owns their source, observation and object consequence here; the future room/mechanism ledger owns exact geometry, recovery access and combined encounter placement and counts each fixture once. No new region, objective, room, language chain, part definition or survivor scene is created. The other five later parts and four starting candidates were already located or proposed by Regional Discovery Map and Survival And Loadout.
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## Active area grows separately from carrying
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## Rig space and operating supply grow separately from carrying
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Keep the proposed **ten-unit overall carrying example** unchanged for comparison: every active or inactive part still pays its catalogue C once, canisters still use their separate carrying cost, and suit oxygen does not become rig power. Proposed active rig area changes only how many already-carried parts can operate.
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Keep the proposed **ten-unit overall carrying example** unchanged for comparison: every active or inactive part still pays its catalogue C once, canisters still use their separate carrying cost, and suit oxygen does not become rig power. Active rig area limits how many already-carried parts can be mounted. A separate visible operating supply limits the demand that can overlap. The same proposed ship configurations provide both; neither grants more carrying space or stored charge. Here C means carrying units, A means mounted rig spaces and P means simultaneous operating demand.
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- **4 A opening:** the ship's emergency backplane supports the four proposed 1 A starter parts. Learning to face Barrier well, time its manual source or replace Manual with the found Fork changes use without granting space.
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- **6 A optional configuration:** installing objective 2's recovered proposed **2 C navigation coupler** aboard exposes two additional readable signal positions. Installation is a completed persistent ship state, not XP. The player first has to reach the calibration bay and bring the assembly home while it competes with oxygen, Stride and loot.
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- **8 A optional configuration:** with that coupler still installed, installing objective 8's recovered proposed **2 C thermal exchanger core** exposes two further positions while keeping dense routing within the proposed safe envelope. The player must discover, free and carry that second assembly; no timer, repeated resource payment or character level unlocks it.
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- **4 A / 6 P opening:** the ship's emergency backplane supports the four proposed 1 A starter parts. Learning to face Barrier well, time its manual source or replace Manual with the found Fork changes use without granting space.
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- **6 A / 8 P optional configuration:** installing objective 2's recovered proposed **2 C navigation coupler** aboard exposes two additional readable signal positions and raises the visible operating supply from 6 to 8 P. Installation is a completed persistent ship state, not XP. The player first has to reach the calibration bay and bring the assembly home while it competes with oxygen, Stride and loot.
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- **8 A / 10 P optional configuration:** with that coupler still installed, installing objective 8's recovered proposed **2 C thermal exchanger core** exposes two further positions and raises the visible operating supply from 8 to 10 P. The player must discover, free and carry that second assembly; no timer, repeated resource payment or character level unlocks it.
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Both assembly installations are reversible only at the ship. Before reclaiming one, the player must move active parts until the rig fits the remaining area; the assembly then becomes one stored or carried object and the corresponding ship-readiness function becomes incomplete. Nothing is destroyed and no home loan is charged as abandonment. The accepted first-pass comparison sets each assembly at proposed **2 C**; whether these particular assemblies should control area remains open. Their virtue is one visible discovery/packing/ship-commit chain; their risk is making two regional rewards feel obligatory. Reopen the source if other viable builds cannot remain credible at 4 A or if ship readiness becomes an unwanted build ladder.
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Both assembly installations are reversible only at the ship. Before reclaiming one, the player must move active parts until the rig fits the remaining area and check that every possible overlapping operating state fits the remaining supply; the assembly then becomes one stored or carried object and the corresponding ship-readiness function becomes incomplete. Nothing is destroyed and no home loan is charged as abandonment. The accepted first-pass comparison sets each assembly at proposed **2 C**; whether these particular assemblies should control area and supply remains open. Their virtue is one visible discovery/packing/ship-commit chain; their risk is making two regional rewards feel obligatory. Reopen the source if other viable builds cannot remain credible at 4 A / 6 P or if ship readiness becomes an unwanted build ladder.
More A is not more carrying. Under ten C, an 8 C active rig plus one proposed 2 C canister leaves no room for new loot. A player may deliberately field four or five active spaces late to preserve oxygen and discoveries.
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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. Resolving committed releases and reaching an unresolved frontier provide renewed temporary power. Preventing a release provides safety, access and completed work while forgoing its temporary choice. An unsuccessful escape provides only retained property and knowledge, while a conveniently placed seal after commitment could become the default reward route, so placement must make the timing and cost readable. Where the next eligible frontier lies still needs route/content support; no quick first choice after reset is guaranteed.
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## Legal later rigs and a same-budget choice
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## Three later rigs and their packing choices
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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; effects still in flight remain part of any overlapping demand. 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.
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Costs below use the existing illustrative carrying and mounted-space values and assert no balance. Each base needs the proposed 8 A configuration to mount in full. Several ordinary outputs are legal when the installed rig, carrying manifest and visible operating supply support them. Each automatic actuator keeps its own target and readiness. A possible operating state must fit its full power and heat requirements; each disc keeps its operating reservation through its last fragment. Heat is reserved for the complete action at commitment; later contacts and fragments spend no additional heat. Mutually gated charging and discharge states are checked separately, including work already in flight. [Mechanical Interfaces](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) owns the numerical overlap checks, heat and physical coverage contracts.
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| Seven-space direction | Permanent base and exact path | Temporary development | Distinct payoff and cost |
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| **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** supplies two visible, mutually gated connection modes on these same six parts. One manual command, accepted only with a full store and valid receiver/power/heat state, switches to Capacitor→Fork→Arc + Projector, spends 4 U with high heat, and automatically restores charging after dispatch. Fork gives 2 U to each ready branch when both qualify. A refused command retains charge and charging mode; restoration grants no readiness. [Mechanical Interfaces](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) owns the trace and gates. | 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 eligible external wave, and burst descendants cannot refill storage after charging mode returns. The Arc/Fork/Capacitor commitment leaves less defence and produces high heat. |
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| **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. |
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### Storm Choir — seven carrying and mounted spaces
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**Permanent base.** Threat Sensor 1→Pulse Projector 1 supplies ordinary fire. Impact Dynamo 1 clamps to Projector's physical-output feed and emits proposed 2 U through Fork Relay 1→Arc Emitter 2 + Capacitor 1. These six existing parts total **7 C / 7 A**. With both branches eligible, Arc receives 1 U and Capacitor stores 1 U per eligible Projector wave; blocked branches follow Fork's existing allocation rule. With one proposed 2 C canister, the manifest uses nine of ten carrying units and leaves one for a discovery.
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**Temporary development.** The base Arc follows one finite chain through at most six bodies. **Echoing Arc** adds two branch routes under the same nearby-hop and cover rules, for at most 18 unique bodies in the action; it creates no signal output or usable charge. **Thunderhead** supplies a gated full-store manual mode on these same six parts: Capacitor→Fork→Arc + Projector. With both branches eligible, the 4 U store divides 2/2 between three Arc chain heads and one pressure lance. With Echoing Arc present, the combined ceiling is 30 Arc bodies plus 12 lance bodies, at most 42 unique bodies when the paths do not overlap. This is finite ideal-path coverage, not guaranteed victims or settled special-enemy strength.
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Packed, mutually visible bodies reward crossing toward density before the release. Sparse targets and hard cover can break the routes. Arc, Fork and storage occupy space that could support defence; this base has no Barrier. Burst descendants cannot refill the store when charging mode returns.
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### Ricochet Foundry — seven carrying and mounted spaces
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**Permanent base.** Threat Sensor 1→Pulse Projector 1 supplies ordinary fire; Impact Dynamo 1 clamps to its physical-output feed→Capacitor 1. Manual Trigger 1→Vector Nozzle 2 supplies the separate faced shove. These six existing parts total **7 C / 7 A**, or nine of ten carrying units with one 2 C canister. The original launch can contribute to Dynamo only once, however many later contacts it makes.
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**Temporary development.** **Rebound Disc** changes an ordinary shot into one physical flight that follows its committed direction. A stationary hard face banks it only where the preview shows a clear outgoing reflection and a rebound remains; other finite endings are shown terminals. Distance, time, rebounds and body contacts bound its path. **Fragment Wake** adds one forward fan at every normal terminal, including body/time limits, for at most 30 unique bodies per disc and fan together. **Foundry Drop** gives the same rig a gated full-store command: Capacitor→Projector dispatches one longer master disc and fan, with at most 48 unique body contacts in total. The master uses the same bank and normal-terminal rules. Each disc keeps its one operating reservation through the last fragment; restoring automatic fire includes every remaining ordinary/master reservation. The three ordinary slots and single master slot remain occupied through those fragments. The opening Rebound/Barrier interlock and all slot/command checks are defined in Mechanical Interfaces. The numerical coexistence examples in Mechanical Interfaces are named possibilities subject to heat/readiness, not universal or sustained maxima.
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The player runs to improve the next angle and uses Nozzle to move eligible bodies or loose cover. Nozzle never steers a disc; spending it on setup may remove an escape tool. Open rooms, soft or irregular surfaces and poor reflected paths shorten useful routes; a terminal fan aimed into cover may reach few bodies. The rig spends the spaces Storm Choir uses for Fork and Arc on Manual and Nozzle and likewise has no Barrier. An optional paused relink for Capacitor's ordinary chosen release remains possible; Foundry Drop itself needs no journal edit per burst.
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### Gravity Furnace — eight carrying and mounted spaces
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**Permanent base.** Stride Switch 1→Vector Nozzle 2 supplies deliberate outward movement pulses. Threat Sensor 1→Pulse Projector 1 fires separately; Impact Dynamo 1 clamps to Projector's output→Capacitor 1. Thermal Lens 1 is mounted for later conversion. These seven existing parts total **8 C / 8 A**. One 2 C canister fills all ten carrying units: there is no Barrier or free salvage space.
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**Temporary development.** **Inward Draft** reverses only a Stride-sourced Nozzle action into a rear pull with finite angle, reach and displacement. Each fresh deliberate traversal can affect at most twelve eligible bodies with clear lines of effect; forced motion cannot trigger another traversal. **Furnace Burst** gates new Sensor and Stride launches and spends the full store through Capacitor→Thermal Lens→Projector. The heat lance can reach sixteen bodies; its terminating bloom can reach thirty-two additional bodies with sight to the impact, for at most 48 unique bodies overall. Pulls and burst descendants create no usable charge.
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Running gathers a dangerous wake. The player chooses whether to hold it for a larger release or fire early to escape. Fixed or sealed objects stay put, hard cover divides the pull and bloom, and ranged enemies remain dangerous. The same seven physical parts stay mounted throughout this development.
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### Returning to ordinary fire and returning home
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Thunderhead, Foundry Drop and Furnace Burst each use Capacitor's built-in chosen-release control. A full store makes a brief visible manual opportunity available at the next instant all required actuators are naturally ready, before automatic fire consumes them. An early press arms only that opportunity, with no charge or heat spent. Receiver, target, route and complete power/heat overlap still have to pass. Cancellation, refusal or lapse releases ordinary fire without spending; after a lapse another hold requires a new press. Acceptance spends all 4 U; a later miss, obstruction or receiver refusal gives no refund. Charging restores automatically after dispatch without granting readiness or clearing existing effects. Disc reservations last through their fans; a finishing Arc still consumes its demand and remains unavailable to a new Arc action. Straight Thunderhead/Furnace lances resolve during dispatch. Every burst descendant remains ineligible to refill storage through Dynamo. Ordinary independent impacts must recharge the next burst.
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These are contrasting later directions that the player may hybridize or stop developing early. Their ordered transformations choose behaviours, not a reward frequency, guaranteed pickup or starting kit. Every named temporary effect expires aboard on any return; carried physical parts remain. Stored Capacitor charge at an expedition boundary remains a separate unresolved persistence question. The source-backed finds and the knowledge of useful architecture can inform the next trip, while the expired upgrades must be earned again.
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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.
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Compatible link changes among accessible mounted parts still use the fully paused journal. Physical mounting, removal and pickup remain live-world actions. The proposed quantities and heat/coverage contracts are replaceable written candidates, not demonstrated balance or proof that a given route provides the required growth.
## Property lifecycle
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## Parent alignment, scope and unresolved interfaces
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[Equipment Catalogue](/Hold%20The%20Flood/Equipment%20Catalogue) defines part behavior and receiver acceptance; [Build Rules](/Hold%20The%20Flood/Build%20Rules) defines linked-build grammar; [Progression Options](/Hold%20The%20Flood/Progression%20Options) compares acquisition approaches. This article owns the twelve source paths, proposed area growth and property transitions, using those current mechanical rules.
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[Equipment Catalogue](/Hold%20The%20Flood/Equipment%20Catalogue) defines part behavior and receiver acceptance; [Build Rules](/Hold%20The%20Flood/Build%20Rules) defines linked-build grammar; [Progression Options](/Hold%20The%20Flood/Progression%20Options) compares acquisition approaches. This article owns the twelve source paths, proposed rig configurations and property transitions. [Mechanical Interfaces](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) supplies the proposed operating demand, heat, coverage and release quantities.
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.
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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 through its gated burst mode and restores charging. 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.
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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 three later manifests show Storm Choir and Ricochet Foundry at **7 C / 7 A** and Gravity Furnace at **8 C / 8 A**. The existing 4/6/8 A ship configurations carry a proposed 6/8/10 P supply, with both assembly objects and their 2 C costs retained. 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, Foundry Drop and Furnace Burst each explicitly spend a full 4 U through a gated mode and restore charging without granting readiness. Their route, flight, body, fragment or bloom allowances remain finite and their burst descendants cannot recharge the store. 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.
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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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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; tuning or replacement of the proposed operating supply, heat and finite effect 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.