Commit c40be3

2026-09-15 12:31:32 Anonymous: Clarify story consequences and compare loadouts at the same progression
hold the flood/survival and loadout.md ..
@@ 42,9 42,16 @@
The opening choice above contrasts one canister and four free spaces with two canisters and only two. Later, the same trade becomes sharper because the game still allows a ridiculous build.
- A **stored-disc loadout** under the later **8 A / 10 P** ship configuration mounts Sensor, Projector, Dynamo, Capacitor, Manual Trigger and two-space Vector Nozzle for **7 C / 7 A**. Add one 2 C canister and the astronaut leaves at **9/10 C**: ordinary automatic shots and a manual shove are available, but only one unit remains for a discovery. Banking discs require the Rebound upgrade earned during the trip. A second canister would not fit without leaving a part or other object behind.
+ Compare two loadouts aboard the **same eight-space rig with the same available parts** (8 A / 10 P):
- A lean positional kit—Sensor, Projector, Manual Trigger and Nozzle—is **5 C / 5 A** under the 6 A configuration. With one canister it leaves at **7/10 C**, preserving three spaces for finds but giving up the Dynamo, stored charge and the stored master-disc special. The first loadout chases spectacle; the second protects capacity. Neither promises enough oxygen, a safe route or a particular temporary upgrade. Their power, heat, flight slots and manual-command rules are in Mechanical Interfaces.
+ | Packing choice | Equipment and air | Room left for a find |
+ |---|---|---|
+ | **Stored-disc loadout** | Sensor, Projector, Dynamo, Capacitor, Manual Trigger and two-space Nozzle use 7 carrying/mounted spaces. One canister adds 2 carrying spaces. | 1 of 10 spaces |
+ | **Lean disc loadout** | Sensor, Projector, Manual Trigger and Nozzle use 5 carrying/mounted spaces. The same canister adds 2 carrying spaces. | 3 of 10 spaces |
+
+ Both leave with ordinary automatic shots and a manual shove. Imagine a later point in the trip when each has earned **Rebound Disc** and **Fragment Wake**: both can bank shots along a curved crowd lane and turn their endings into fragment fans. The lighter kit can still be spectacular. The extra Dynamo and Capacitor let the heavier kit build and retain charge, then pursue the stored master-disc special described in [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities). If that later transformation is earned, its larger charged disc supplies an additional manual climax; those parts do not grant it on departure.
+
+ Now the fight reveals the existing two-space regulator core. The lean kit can take it and still leave one space free. The stored-disc kit must first put down a part, canister or another object to make room. The choice is between that extra charged command and carrying flexibility. Both kits can grow through combat, and neither is promised the necessary upgrade or enough oxygen for a particular route.
Regular fighting provides temporary combat growth, alongside major transformations. They reset whenever the astronaut returns aboard, alive or revived. Combat areas refill for each new expedition, while completed permanent changes such as unlocked doors and joined rooms remain. That gives each trip another climb toward spectacle; see [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) for growth and renewed encounters. The physical parts and knowledge that enabled the build remain, so packing still expresses a plan rather than erasing progress.
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