2026-09-07 15:22:51
Anonymous:
Propose two portable survivorlike paths after owner correction
hold the flood/equipment/build paths.md ..
@@ 1,5 1,64 @@
# Hold the Flood — Build Paths
+
## Owner-correction proof — one horde objective, two portable build paths
+
+
**Equipment proposal · 2026-09-07 · revision required by owner.** This answers the current [Brief b9766b](/Hold%20The%20Flood/Brief?revision=b9766b#latest-owner-correction--survivorlike-identity-and-songs), [Tasks 84f8c4](/Hold%20The%20Flood/Tasks?revision=84f8c4#current-priority--apply-the-owners-discovery-first-direction) and [X38 c081e8](/Hold%20The%20Flood/External%20Critique?revision=c081e8). It does not endorse the drowned-sanctuary setting, the song chain or the Choir as the game's identity. It asks whether retained portable tools can make ordinary horde play expressive before adding another item.
+
+
### Common objective and pressure
+
+
**Illustrative, setting-neutral frame:** recover a two-cell replacement blower motor from a breached freight depot and return it so the refuge clinic remains usable. Colony/World may replace the person and fiction; Equipment needs the human consequence, two-cell return cargo and same physical objective to remain. A growing ordinary horde enters from the loading gate and later from a marked flank door. The motor cage is reached from either an open rain-wet loading apron or a dry rack aisle; neither is a class-locked path. At the cage, hold interact for a provisional six seconds to release the motor; ordinary attacks are suspended during the hold, and leaving preserves no progress. Combat owns the interaction commitment and horde composition.
+
+
The player sees both approaches, the two-cell pickup outline, current rack capacity, bank readiness and the two arrival arrows before committing. Kills from fresh ordinary bodies drop charge under the existing once-per-body rule, so stepping into danger to collect motes develops the run from an empty rack state into a powered one. The horde is pressure, fuel and geometry; it is not deleted by entering a scripted room. Rescue loses the motor and carried salvage but preserves inspected recipes. All counts below are provisional written accounting, not a survival-time or fun claim.
+
+
### Path A — Storm Cutter: save two banks for a portable burst
+
+
**Rack and acquisition.** Cutter remains the free primary. Coil (2) + Arc (1) + two empty Batteries (2) uses five cells; the recovered motor uses two, leaving one cell for Kit **or** Insulation, not both. Coil is first inspected at an optional machinery cache with a free manual route; Arc is later inspected at a marked electrical cache after the player has seen a Battery link and dense ordinary targets. The second Battery is an optional cache/workshop choice. Inspection records each recipe, but current shelter-only fitting remains: this is a later expedition changed by discovery, not an invented field-install exception.
+
+
**Early choice — earn or spend.** Kill and physically collect from twenty fresh ordinary bodies to fill both priority-selected banks. The wet apron also exposes a powered cage release: spending Coil's bank there opens the short route and stuns its current crowd, but removes half the late combination until ten more fresh drops are reached. Taking the longer dry aisle preserves both banks. This makes charge a route-versus-power decision rather than an automatic level bar.
+
+
**Middle branch — protection or recovery.** Insulation lets the player stand in the Coil-energized apron and reposition through the eight-second stun window, but does not stop contact. Kit recovers one contact mistake but gives no protection from energized ground. Leaving the eighth cell empty instead permits one optional salvage bundle before the motor is lifted. The player chooses before departure and sees the lost alternative.
+
+
**Late payoff and consequence.** Route a dense ordinary group into any connected wet pocket, not a special Choir network. Discharge Coil from one full bank, then start Arc from the other. For the overlapping part of the provisional eight-second stun and ten-second Arc burst, every direct Cutter hit can add ordinary Cutter contributions to at most three nearby eligible bodies under [Arc fc64bb](/Hold%20The%20Flood/Equipment/Arc?revision=fc64bb); no stunned-body execution exists. The result is a portable jump from one direct hit to as many as four body hits per Cutter event while the player uses the control window to reach the motor. Both banks end empty, the closing Arc seconds outlast the stun, and the flank wave still arrives.
+
+
**Weakness and enemy counterplay.** Dry or disconnected ground removes Coil; scattered bodies waste Arc; Crust breaks chain paths; already-spent bodies cannot refill the banks; a flank entering after firing attacks outside the prepared pocket. The player may retreat with no motor or take the dry aisle with an expensive underused rack. This build earns density damage through charge, position and two compatible tools; it does not promise a wipe.
+
+
### Path B — Needle Queue: make an ordinary weapon multiply by geometry
+
+
**Rack and acquisition.** Fit Rivet Driver in the external primary cradle and its one-cell brace; Beacon (1) + one empty Battery (1) makes three equipment cells. The two-cell motor leaves three cells for Kit and up to two salvage bundles, or for a larger unprotected haul. Driver is first inspected beside a straight service lane whose close Cutter route remains available. Beacon is inspected after a free fixed-lure example, with a manual long route that does not require it. Both are ordinary retained offers from [Alternative Tools aaabb2](/Hold%20The%20Flood/Weapons/Alternative%20Tools?revision=aaabb2) and [Utility Modules 4ffa18](/Hold%20The%20Flood/Equipment/Utility%20Modules?revision=4ffa18), not new unlocks invented for this scene.
+
+
**Early choice — charge under fire.** Driver attacks cost no fuel but commit to a shown line and recovery. Kill and collect ten fresh ordinary drops to fill the Beacon bank. A tool shot can loosen a visible side-lane salvage bundle at range, but that attack cycle is not protecting the player and the bundle still must be reached. Taking it early risks the flank; leaving it preserves position.
+
+
**Middle branch — safety or greed.** Kit occupies one cell and can recover one contact mistake during Beacon planting or the motor hold. Omitting it leaves another cargo cell. If the eventual setting retains wet salvage, the existing Siphon + bundle alternative may spend two cells to add only three Beacon charge; that is thirty provisional seconds of readiness for a destroyed converter and lost bankable bundle, not a required branch. Do not make the proof depend on this setting-specific option.
+
+
**Late payoff and consequence.** Plant and arm the charged Beacon at the far end of a visible straight aisle, outside immediate pursuit range. Eligible entrants walk into its lane; the player stays near the motor cage and moves laterally so the Driver's committed trajectory crosses the queue. Each attack can contribute to up to three aligned bodies instead of the Cutter's one, repeatedly, without a special environmental damage rule. The player then chooses between holding the six-second motor interaction while the lure still burns or continuing to thin the queue and accepting less extraction time. Planting frees two rack cells, but retrieving Beacon + Battery later requires two empty cells; filling them with salvage abandons that equipment for the expedition.
+
+
**Weakness and enemy counterplay.** Pursuers already within range ignore the lure; the marked flank door splits the line; walls or scattered arrivals reduce penetration; a Heavy consumes repeated hits; planting and retrieval are exposed local actions. When the bank empties, the queue disperses rather than vanishing. The payoff comes from portable targeting plus weapon geometry and can recur in any readable corridor, courtyard edge or path the player helps create.
+
+
### Why these are materially different and reusable
+
+
| Question | Storm Cutter | Needle Queue |
+
| --- | --- | --- |
+
| What the player does | Earns two banks, preserves them, enters a conductive pocket and times two activations | Earns one bank, chooses a plant point, maintains a firing line and times a live interaction |
+
| Power jump | One Cutter event can affect up to four nearby bodies during a paid burst | One committed Driver event can affect up to three aligned bodies for as long as geometry holds |
+
| Main cost | Five cells, twenty collected charge and almost no return capacity | Primary brace, one bank, planting risk and vulnerability to split approaches |
+
| What breaks it | Dry/scattered/spent targets, Crust and a late flank | Pursuit, flanks, obstructions, a Heavy and lure expiry |
+
| Exploration use | Coil may spend the same bank on ordinary powered access; Arc remains useful on later dense dry fights | Driver loosens visible salvage at range; Beacon changes ordinary approach geometry beyond this depot |
+
+
The credible alternative is to prove build expression with two more authored room networks. Reject that for this pass: it would compare rooms, while the owner asked what the player can repeatedly discover, carry, charge and combine. Another new weapon or component is also premature; these retained tools already expose two different action grammars. If either path cannot produce a legible power jump under Combat's actual arithmetic, revise or cut the weak interaction before expanding the catalogue.
+
+
### Catalogue and progression disposition after the owner correction
+
+
- **Keep for this proof:** Cutter, Battery, Arc, Rivet Driver, Portable Beacon and Kit. They create portable attack, storage, geometry, survival and cargo choices without assuming a water world.
+
- **Keep Coil only as a conditional portable candidate:** one ordinary wet apron does not make water the setting. If the successor vision cannot supply recurring, readable conductive pockets without forcing them into every area, remove Coil from the proof rather than rebuilding the world around it.
+
- **Defer from the foundation pitch:** Insulation, Siphon, Cable Reel, Hand Pump and the Choir network. Their specifications remain useful source material, but their value depends heavily on unendorsed water/machinery assumptions or an authored set piece. Do not delete their history and do not present them as the required first catalogue.
+
- **Remove Echo Relay:** [ca4137](/Hold%20The%20Flood/Equipment/Echo%20Relay?revision=ca4137) remains the tombstone. No second portable use has appeared.
+
+
Current inspection plus shelter fitting means hardware discoveries improve a later expedition; within an expedition, charge collection and spending create the power curve. A conventional mid-run install/level-up system is a credible survivorlike alternative and would make the jump more immediate, but it would rewrite the eight-cell transfer, linking and refuge-preparation value. Lead must choose that interface explicitly; this page does not smuggle it in through a depot cache.
+
+
**Cross-role handoff.** Combat must check Driver damage/penetration, ordinary Arc arithmetic, horde approach and whether either payoff reads as dramatic without changing the shared statuses. Lead/Visionary choose or replace the neutral objective and decide whether shelter-only fitting still supports the intended survivorlike cadence. Campaign owns the path, repeat state and extraction pressure. Colony owns when recipes/workshop choices become available and the refuge consequence; World owns the fiction, with no encoded song dependency. Equipment recommends these two paths over a new catalogue entry and claims no balance, feasibility, performance, duration, market value or fun.
+
+
Sources read as actual Markdown for this pass: Hub **d7b23c**; Brief **b9766b**; Tasks **84f8c4**; External Critique **c081e8**; Build Paths **f6f8ef**; Inventory and Charge **810057**; Coil **80da75**; Arc **fc64bb**; Utility Modules **4ffa18**; Alternative Tools **aaabb2**; Combat **251669**; Equipment **9aae07**; project-room messages processed individually through **61**.
+
**2026-09-07 · Game Visionary · Later-Tram example reconciled and packing gate removed.** The conversion example now follows [Campaign r8](/Hold%20the%20Flood/Campaign?revision=0cafb9): an earned quick return or optional extra lure margin, not the superseded empty-bank crossing proposal. Siphon feedstock need not be adjacent under [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined). Prior proposal: [6d6d1d](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6d6d1d). Other build families and acquisition rules are unchanged; earlier submission metadata follows.
**Equipment countersign — Siphon simplification and current issue boundary, 2026-09-07.** Accept the Visionary’s removal of Siphon adjacency at [bbb314](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=bbb314). The player still selects the carried wet bundle and sees the sacrifice, three-charge result and overflow before confirming; the lost Siphon, lost bankable cargo, fixed shelter-set battery feed and one-use limit remain the competing cost. Removing adjacency prevents shelter-only packing from becoming the answer to a field conversion while preserving leakage adjacency and rack capacity as separate risks. This countersigns one rule change, not the whole catalogue or Campaign scene.