Commit e419c3

2026-09-09 19:06:42 Anonymous: Clarify horde stakes, actionable discovery and expedition growth lifecycle
hold the flood/hordes and builds.md ..
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The following is a proposed experience and ruleset. Counts describe the intended impression, not tested balance or performance.
+ Ordinary exploration crosses substantial **local hordes** already occupying or moving through connected station spaces. The player can also deliberately wake machinery that draws a much larger surge and reveals new space; other disturbances can wake adjacent crowds. A **temporary overclock** is a proposed extra behaviour earned by an installed part after the player survives a crowd crest. It lasts only for the current expedition and changes the existing build without adding a permanent part.
+
## Example: the moving scan
- The astronaut enters a hospital transfer concourse because a window above it shows a constellation that was not there before the last death. A rail-mounted examination lamp can scan the window, but its carriage is at the wrong end of the concourse. Fitting one carried power part starts the carriage moving. It rolls at a steady walking pace and throws a bright band across the walls; the player can run ahead, fall behind or circle it. There is no panel to hold. When bodies clog its rail, it slows until the lane is opened, then continues from that point.
+ The astronaut enters a hospital transfer concourse because a window above it shows a constellation that was not there before the last death. A rail-mounted lamp can scan it, but the carriage is at the wrong end. Fitting one carried power part starts the carriage moving at walking pace. There is no panel to hold: the player can run ahead, fall behind or circle it. Bodies slow the carriage until its rail is cleared, then it continues.
+
+ The machinery wakes the concourse. About forty shambling patients spill from two wards across the central lane. A dozen faster creatures descend marked maintenance stairs in flanking groups; more silhouettes press behind ward glass. The player's modest **Storm Choir** sends a spark through four nearby bodies. It helps but does not dominate the space.
+
+ At the first junction the crowd thickens. The player stays near the packed centre so every automatic spark finds another body, then cuts aside when the fast group arrives. Defeating this crest earns a temporary overclock. In the paused journal the player chooses **Echoing Arc**, making the last jump return charge to its starter. This interrupts the motion briefly, but costs no oxygen or position and requires no field rewiring. Play resumes at the same danger.
- The light and machinery wake the concourse. About forty shambling patients spill from two open wards and spread across the broad central lane. A dozen faster creatures descend marked maintenance stairs in small flanking groups. More silhouettes press behind ward glass. The player's modest **Storm Choir** sends a spark through four nearby bodies at a time. It is useful but does not yet dominate the space.
+ The final ward doors open ahead. Roughly one hundred enemies fill the concourse, with more flowing from known doors. A broad tide closes from behind while fast groups cross the carriage's path. The player risks the dense middle, fills the rig's charge cell with returning sparks and manually releases **Thunderhead**. Blue-white arcs fork across the packed lane. The crowd collapses and the carriage surges through: a strong build turns an impossible screen into a route.
- As the carriage passes the first junction, the crowd thickens. The player stays near the packed centre so every automatic spark finds another body, then cuts toward a side lane when the fast group arrives. Defeating the first crest completes a temporary rig calibration. In the paused journal the player chooses **Echoing Arc**: the last jump now returns charge to the starter part. Play resumes at the same danger, but no rewiring chore has interrupted the run.
+ An unready player sees the crest turn against them. Flankers consume arcs before they reach the tide, bodies stall the carriage, and a heavy creature narrows the exit while hits strip condition. The choice is legible: spend Thunderhead early and face the main mass empty; hold the centre long enough to charge, risking death; or abandon the scan and flee, spending oxygen and position. Death changes the next route, but everything physical still carried returns aboard. The horde has teeth without deleting the loadout.
- The final ward doors open visibly ahead. The concourse now holds roughly one hundred enemies at once, with more flowing from known doors as space clears. A broad tide closes from behind while fast groups cut across the carriage's path. The player risks the dense middle, lets the returning sparks fill the rig's reservoir, and manually releases **Thunderhead**. Blue-white arcs fork across the whole packed lane. The crowd collapses in waves; the carriage surges through the opening before the next arrivals can fill it.
+ At the far window the doors seal and pressure breaks. The “constellation” is a live map of rooms that are currently far apart. Its last line unfolds an overhead bridge toward the matching point—a route the player can walk now. An earlier recorded mark suggests another unpowered scan track may reveal a second bridge elsewhere. The player can push onto the new span with reduced oxygen or carry the exposed lamp component home and try the idea elsewhere. Combat delivered access; knowledge points to a specific next action.
- At the far window the doors seal behind the carriage and the pressure breaks. The scan reveals that the “constellation” is a map of rooms that are currently nowhere near each other—and one point matches a mark recorded on an earlier expedition. The player has earned a quiet minute to compare records, decide whether to push toward that mark with reduced oxygen, or carry the newly exposed lamp component home. Combat delivered access and a build revelation; the discovery creates the next desire.
+ The moving lamp is one expedition example, not a required escort pattern. Other trips can simply cross an occupied route, pursue a creature, carry an object or deliberately wake a larger surge.
## The ordinary horde rhythm
- A **horde** is a crowd large enough to surround routes, feed a build continuously and change the whole screen when it breaks. In a broad ward, dock or cargo artery, an ordinary developed encounter might show 80–150 enemies together and pass several hundred through the space over its full crest. Early areas and narrow corridors can stage smaller visible groups while a continuous river arrives through doors, lifts and ducts. The station's hospitals, transit systems, storage decks and sealed infested volumes provide believable reservoirs.
+ A **horde** surrounds routes, feeds a build continuously and changes the whole screen when it breaks. A developed encounter in a broad ward, dock or cargo artery might show 80–150 enemies together and pass several hundred through its full crest. Narrow corridors can show less while a continuous river arrives through doors, lifts and ducts. Hospitals, transit systems and sealed infested volumes are believable **source areas**: places holding bodies that can physically enter a connected route when disturbed.
Most horde sequences use four readable beats:
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3. **Crest.** Two or three movement patterns overlap. The player must choose the dense line that rewards the build, the safer line that protects condition, or a costly retreat that spends oxygen. A moving objective continues through the space rather than turning into a defence circle.
4. **Break.** The build kills faster than nearby routes can fill, the player crosses a bulkhead and seals it, or they outrun the alerted volume. Music, enemy flow and the room's silhouette all release together. The resulting lull belongs to inspection, salvage, route choice and discovery.
- Crowds come from connected spaces rather than a secret global timer, but they need not be a tiny census of individually placed enemies. An infested ward can keep feeding a concourse while its doors remain open and disturbed. Each reservoir has a readable fiction and an endpoint: sealing its route, leaving its attention range, exhausting that authored surge, or killing through it. A powerful build is allowed to erase the ordinary crest and enjoy the silence it bought.
+ Crowds come from connected spaces rather than a secret global timer, but they need not be a tiny census of individually placed enemies. An infested ward can keep feeding a concourse while its doors remain open and disturbed. Each source area has a readable endpoint: sealing its route, leaving its attention range, exhausting that authored surge, or killing through it. A powerful build is allowed to erase the ordinary crest and enjoy the silence it bought.
- Combat stays regular because exploration crosses inhabited volumes and because movement, machinery and fighting can wake adjacent reservoirs. Quiet rooms and earned breaks remain essential; without them, clues become visual noise and a climax has no shape. Death returns the astronaut and everything still carried to the ship. The next shifted station can connect different population reservoirs to familiar rooms, while doors and connections the player permanently changed retain their stated persistence.
+ Combat stays regular because exploration crosses inhabited volumes and because movement, machinery and fighting can wake adjacent source areas. Quiet rooms and earned breaks remain essential; without them, clues become visual noise and a climax has no shape.
+
+ An expedition ends aboard, whether the astronaut walks back or revives. Temporary overclocks end then. A living return preserves the current arrangement and cleared local populations; occupied places remain threatening. Death rearranges the station and can connect different source areas to familiar rooms, while selected permanent doors and connections remain changed. Everything physical still carried returns after death.
## Power during one sortie and across many
Permanent growth comes from discovering reusable parts in station machines, strange creatures and hidden stores. A part taken home joins the collection; carrying it competes with oxygen, salvage and other equipment. The most exciting find is not simply a larger number. It introduces a new action—fork, return, orbit, pull, store, convert—that changes several existing chains.
- During a sortie, active parts calibrate through use against real crowd pressure. After a crest, the rig offers a small choice between temporary **overclocks** for parts already installed: an extra fork, a returning projectile, faster storage, a larger manual release. An overclock lasts for that sortie and changes a visible connection automatically. This creates a survivorslike rise from “barely holds a lane” to “owns the room” without requiring a new permanent part every few minutes. Progress is awarded for meeting pressure and completing crests, with a cap per reservoir, so leaving one harmless enemy alive is not an efficient farm.
+ During a sortie, active parts calibrate through use against real crowd pressure. After a crest, the rig offers a small choice between temporary overclocks for parts already installed: an extra fork, a returning projectile, faster storage, a larger manual release. The choice changes a visible connection automatically. This creates a survivorslike rise from “barely holds a lane” to “owns the room” without requiring a new permanent part every few minutes. Only overcoming meaningful pressure advances it; delaying one harmless enemy does not.
+
+ Overclocks are a new proposal. Resetting them aboard gives each expedition a fresh rise, but walking home can feel like giving up peak power. Delivering a survivor, preserving the current arrangement and planning the next loadout must make return worthwhile. If they do not, overclocks should persist until death or be replaced.
## Build one: Storm Choir
**What it does.** Automatic fire plants an electrical note in the nearest valid enemy. The note jumps through nearby bodies. The player moves toward dense knots to extend the song, then manually discharges stored charge when the crowd is fullest.
- **Connection in plain language.** A proximity starter feeds an arc part. A fork adds more branches; a return coil sends the last jump back as charge; a reservoir stores those returns for the Thunderhead special.
+ **Connection in plain language.** A proximity starter feeds an arc part. A fork adds more branches; a return coil sends the last jump back as charge; a charge cell stores those returns for the Thunderhead special.
**Early payoff.** One spark crosses four close enemies, making a packed lane safer than scattered flankers. **Developed payoff.** Multiple coloured branches race across most of the visible horde, return, and erupt again in a screen-wide manual storm. The player has turned the crowd's density into fuel.
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**Early payoff.** One disc banks around a corner and hits a line twice. **Developed payoff.** Several persistent discs weave between walls while clouds of fragments fill their wake; each successful circuit accelerates the foundry until the room resembles a luminous pinball table.
- **Weakness and choice.** Open atriums, soft partitions and enemies that absorb projectiles deny useful rebounds. The player can pack a wall-making part to create angles, but it occupies space that could hold salvage or Storm Choir's single-target answer. Its pleasure comes from reading architecture at running speed and watching a modest bank shot grow into controlled chaos.
+ **Weakness and choice.** Open atriums, soft partitions and enemies that absorb projectiles deny useful rebounds. The player can pack a wall-making part to create angles, but it occupies space that could hold salvage or a heavy single-target weapon. Its pleasure comes from reading architecture at running speed and watching a modest bank shot grow into controlled chaos.
## Build three: Gravity Furnace
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