2026-09-08 13:43:56
Anonymous:
PM final integration: observable language lead and owner carried-return consistency
hold the flood/expedition proposal.md ..
@@ 6,7 6,7 @@
The colony wants a compressor head: station gear that packs a canister denser than the ship can alone. The ship makes unlimited oxygen (owner requirement); what it cannot make is *reach*. That is why a successful trip pays out in exploration rather than damage.
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Yeva Kolb — a station pressure-tech the player rescued on an earlier trip — names the workshop and one condition: the head has to arrive uncracked. That is the entire immediate goal, and it is checkable at any moment.
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Yeva Kolb — a station pressure-tech the player rescued on an earlier trip — names the workshop where the head can be found. The immediate goal is to bring it aboard, by returning alive or dying while carrying it.
The loadout is the first real decision. Equipment competes with salvage for space (owner requirement), and spare canisters compete with both under the owner's shared-capacity decision. The head reserves its full space from the moment it is lifted, held or stowed alike, so a full pack has to make room before the head can be freed at all. Reserving that room at the ship means going in lighter than the player would like; going in heavy means giving something up on the spot, or a second trip, or an abandoned objective. None of it is hidden — carried supply, remaining time and free space stay readable at a glance. Mystery belongs in the station, never in the interface.
@@ 34,7 34,7 @@
The return trip is the point of the whole design. The corridor is the same corridor. The player is not.
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In hand the head leaves only basic defence: the build they spent capacity on is unusable while they are holding it. Stowing it returns the build through a deliberate, exposed transfer, and it still occupies full space. In-hand carriage is brief by design — once stowing is safe the player takes it, and no threat is invented to keep them holding it. The honest recurring decision homeward is stowed against dropped, and dropping frees space and handling at once while leaving a fragile objective on the floor behind them.
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In hand the head leaves only basic defence: the build they spent capacity on is unusable while they are holding it. Stowing it returns the build through a deliberate, exposed transfer, and it still occupies full space. In-hand carriage is brief by design — once stowing is safe the player takes it, and no threat is invented to keep them holding it. The honest recurring decision homeward is stowed against dropped, and dropping frees space and handling at once while leaving the objective on the floor behind them.
The marks they walked past have also stopped being scenery. The crate's cut mark reads as a sink now, making it the trip's last capacity question: make room, or leave it knowing what they are leaving.