2026-09-08 18:52:35
Anonymous:
Align equipment examples with current catalogue and carrying rules
hold the flood/progression options.md ..
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# Hold The Horde — Progression Options
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**Status.** Two progression proposals, not approved starting gear, map structure, economy or colony rules. Both preserve connected reusable parts, shared equipment/loot/spare-oxygen space and return of everything carried at death. Both use the proposed port and causal-wave rules. The suit projector has no ports; **Pulse Projector** below is a separate rig component.
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**Status.** Two progression proposals, not approved starting gear, map structure, economy or colony rules. Both preserve connected reusable parts, shared equipment/loot/spare-oxygen space and return of everything carried at death. Both use the proposed port and causal-wave rules. The worn emergency cutter has no ports; **Pulse Projector** below is a separate rig component. These acquisition examples leave the comparison and recommendation unselected; their alternative first-find setups do not replace the current [Survival And Loadout](/Hold%20The%20Flood/Survival%20And%20Loadout) proposal: Sensor → Projector plus Manual Trigger → Barrier, using four active spaces.
## The axes are separate
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The station is the equipment source. A machine exposes a detachable part with inspectable behaviour and ports; taking it gives the player that object. Removing it may disable that machine while absent, a proposal rather than an approved persistence rule.
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**First useful rig.** The player finds a rig-scale Pulse Projector in a service cradle and a **Barrier Plate** in an emergency partition. Projector automatically fires a weak force pulse; Barrier is a faced manual special. Each works alone before the player understands a combination, while both displace oxygen and loot.
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**First useful rig (alternative starting-gear setup).** The player finds a rig-scale Pulse Projector in a service cradle and a **Barrier Plate** in an emergency partition. Sensor → Projector supplies ordinary automatic fire and Manual Trigger → Barrier supplies the faced special. Each short path works before the player understands a larger combination; together they use four active spaces and displace oxygen and loot.
**More parts and a changed attempt.** A door mechanism visibly turns impacts into charge and exposes an **Impact Dynamo**. A **Capacitor** accepts and stores charge for manual release. Together they create a Counterwall that can hold noisy work the first rig had to abandon.
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Exact trace:
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Exact trace, using the [Equipment Catalogue](/Hold%20The%20Flood/Equipment%20Catalogue)'s later six-space Counterwall arrangement (Manual Trigger, Barrier, attached Dynamo, Capacitor and Arc Emitter), with Fork carried inactive. These parts use 7 C in total, counting the inactive part once:
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1. The player manually activates Barrier Plate; that external activation begins a wave and its output creates the visible directional barrier.
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2. A later enemy strike is a new external event. The Plate exposes an impact; Impact Dynamo accepts that impact and outputs one charged trigger for that wave.
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1. The player activates Manual Trigger → Barrier Plate; that external activation begins a wave and its output creates the visible directional barrier.
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2. A later enemy strike is a new external event. Impact Dynamo, locally clamped to the Barrier frame, accepts a qualifying impact there and outputs one charged trigger for that wave.
3. Capacitor accepts the charged trigger and visibly raises its stored-charge meter. Further enemy strikes repeat this only as separate waves.
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4. The player manually releases Capacitor, starting a new wave. A carried **Fork Relay** sends that charged trigger to Barrier Plate and **Arc Emitter**. The barrier refreshes while arcs jump through nearby targets. No descendant effect can restart this wave.
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4. Once charge is stored, the player pays for a world-time swap: move Manual Trigger to inactive cargo, install **Fork Relay**, and rewire Capacitor → Fork → Barrier + **Arc Emitter**, replacing Barrier's single input. Each phase uses 6 A. Built-in manual Capacitor release then starts a new wave and splits usable charge between accepting ready receivers, subject to their thresholds and any required target. A packed Fork cannot do this; no descendant effect can restart the wave.
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**Discovery changes an old arrangement.** Watching a relay-stamped junction pass one input to multiple endpoints makes another relay-marked component worth bringing. Basic controls stay visible; the observation does not reveal a whole combination. Fork makes the old Barrier, Dynamo and Capacitor produce simultaneous defence and crowd damage.
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**Discovery changes an old arrangement.** Watching a relay-stamped junction pass one input to multiple endpoints makes another relay-marked component worth bringing. Basic controls stay visible; the observation does not reveal a whole combination. With the configured accepting shares above, Fork lets the old Barrier, Dynamo and Capacitor support simultaneous defence and Arc crowd damage.
**Missed acquisition and next trip.** If Fork remains in a hoist, direct Dynamo-to-Capacitor still works. A maintenance manifest can identify one specific spare elsewhere—a lead, not guaranteed repetition. The next trip seeks that behaviour, an installed part or an unfamiliar machine, not cargo protection.
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The station supplies examples, damaged cores and materials. A proposed ship bench needs no survivor and can make only behaviour and ports recorded from a working example. Parts remain reusable and rearrangeable aboard; fabrication permanently consumes selected salvage.
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**First useful rig.** The player finds Pulse Projector, watches an impact latch emit charge and brings home its damaged Dynamo core. A visibly arcing tool supplies the **Arc Emitter** pattern; conductive salvage supplies material. The bench repairs Dynamo and makes Arc. Projector impact into Dynamo charge into Arc gives modest crowd clearing with three rig components.
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**First useful rig (alternative starting-gear setup).** The player finds Pulse Projector, watches an impact latch emit charge and brings home its damaged Dynamo core. A visibly arcing tool supplies the **Arc Emitter** pattern; conductive salvage supplies material. The bench repairs Dynamo and makes Arc. In a later configuration with at least 5 A available, Sensor → Projector supplies the ordinary launch, Dynamo clamped to Projector's physical-output feed converts qualifying impacts, and ready, targeted Arc receives the charged trigger. This uses four components but 5 A / 5 C because Arc occupies two; it does not fit the current four-space opening.
**Targeted growth and a changed attempt.** Later the player spends returned salvage on a recorded Fork pattern instead of Cycler ammunition or another project. A found Capacitor adds storage. The rig clears one packed run and banks a manual burst for another, making longer contested work reasonable to attempt.
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Exact trace:
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Exact trace, using the catalogue's hypothetical later 8 A / 8 C heat-lance arrangement:
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1. Pulse Projector automatically launches a weak force shot at a valid target, beginning a wave.
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2. Its impact reaches Impact Dynamo, which outputs one visibly charged trigger for that wave.
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3. Fork Relay sends that trigger to Arc Emitter and Capacitor. Arc branches across nearby hostiles; Capacitor’s meter rises. Neither output creates another wave.
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4. Later, manual Capacitor release begins a new wave. A fabricated **Thermal Lens** converts the charge payload to heat while preserving the trigger, and Pulse Projector launches the attached heat payload. The visible result is a single heated shot, not a recursive automatic volley.
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1. The ready Sensor → Projector path automatically launches a weak force shot at a valid target; the controller event and launch begin one wave.
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2. Impact Dynamo, clamped to Projector's physical-output feed, converts qualifying impacts there into one visibly charged trigger for that wave.
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3. Fork Relay divides usable charge between accepting ready Arc Emitter and unsaturated Capacitor, subject to their thresholds. Arc requires a valid target; accepted storage raises Capacitor’s meter. Neither output creates another wave, and blocked branches receive no buffered share.
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4. The player pays for a world-time rewire, disconnecting Sensor from Projector's single input and connecting built-in manual Capacitor release → fabricated **Thermal Lens** → Projector. The player prepares a ready, valid Projector target, then a later manual release starts a new wave if its first receiver can accept. Each later receiver still checks independently: Lens preserves the trigger while converting charge to heat, and a ready, targeted Projector launches the heated shot.
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**Discovery changes an old arrangement.** Observing a heat exchanger’s inputs and outputs reveals the Lens pattern. Placing the made Lens after Capacitor changes stored Dynamo charge into a heated-projectile source. Every older part retains other legal placements; insight drives the change while fabrication targets its expression.
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**Discovery changes an old arrangement.** Observing a heat exchanger’s inputs and outputs reveals the Lens pattern. In that configured path, placing the made Lens after Capacitor changes stored Dynamo charge into a heated-projectile source. Every older part retains other legal placements; insight drives the change while fabrication targets its expression.
**Missed acquisition and next trip.** Without the exchanger observation, the Arc/Capacitor rig remains complete. A nearby maintenance index can name one specific diagnostic record as a second lead without promising duplicates. The next trip pursues behaviour or unusual material; death returns carried items, not spent oxygen, time or fabricated material.