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bcff88 Anonymous 2026-09-07 18:33:59
Initial Expedition Proposal draft: representative recovery sortie, glyph-family discovery, authored survivor consequence; mechanics marked provisional
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# Hold The Horde — Expedition Proposal
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**What this is.** One representative sortie from the ship into the station and back, written to show that a clear immediate goal, ordinary horde pressure, a discovery that changes understanding and a purposeful return can be one trip rather than four activities. It is a comparison scenario, not an opening mission and not settled design. Requirements come from the [Owner Brief](/Hold%20The%20Flood/Brief); everything else is a proposal, and revival and the ending stay open. Build rules: [Build Comparison](/Hold%20The%20Flood/Build%20Comparison). Scope: [Design Plan](/Hold%20The%20Flood/Design%20Plan).
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**The trip in one sentence.** Bring back an intact compressor head — and come home able to read marks you had already walked past twice.
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## Leaving the ship
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The colony wants the 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 more exploration rather than more 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, sayable in one sentence and checkable at any moment.
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The loadout is the first real decision. Equipment competes with salvage for space (owner requirement), and under our working assumption spare canisters compete with both (proposal, not canon — see Dependencies). The head is bulky: reserving room for it means going in lighter than the player would like, and going in heavy means 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.
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## The way in
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The route runs down a service spine. The horde here is ordinary — no set piece — and it does what ordinary hordes should do: it forces route commitment. A chokepoint can be fought, sealed or avoided, and each option spends something different: equipment, time and therefore oxygen, or distance.
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The player passes things without stopping. A stencilled mark beside a pressure door. The same shape on a crate two junctions later. They are scenery, and the player is right to treat them that way.
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## The rack
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The head sits in a powered rack whose state is legible: it holds until unpowered, and unpowering it is a deliberate act with a visible consequence in the room. Retrieval is a commitment, not a pickup — freeing the head takes a moment the player has to protect, and afterwards they are carrying it, living with the space decision made back at the ship. Finding and identifying the head does not complete the objective. Only arriving with it does.
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## What the player notices
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The service bay behind the workshop is where the errand stops being an errand. Alien service glyphs appear here densely enough to make a pattern visible: three marks recur across components that plainly do different jobs, yet each mark stays consistent within its group. A player who compares them can conclude, unprompted, that the marks name *families* — relay, sink, isolator — rather than individual parts.
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Three things matter about how that is presented.
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- **Observed, not unlocked.** No solve button, and no survivor who translates. The player looks, compares and writes it down. The game may record what has been seen; it must not draw the conclusion. Knowing three families is not knowing a language, and the language stays unexplained.
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- **Legible.** A player who does not care can take the head and leave with no penalty; a player who looks gets the discovery.
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- **Paid for in oxygen.** Standing in that bay is time, and time is supply. This does not dissolve the brief's tension between pressure and curiosity — it makes the payment worth making.
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## The way out
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The return trip is the point of the whole design. The corridor is the same corridor. The player is not.
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They fight differently now, because they are carrying the head: enemies that were a nuisance inbound are a routing problem outbound, and stowing the head to fight properly is a deliberate, visible act with its own risk. And the marks they walked past have stopped being scenery. The crate is a sink. The pressure door is an isolator.
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That door is the discovery's second half. Its mark is not the builders' — it is paint, made by a human hand copying a shape the crew did not understand and using it as a label of their own. Someone deliberately cut that section off, and wanted other people to know.
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## Home
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The return is purposeful three times over. The head is installed and the colony's canisters reach further. The knowledge outlives the trip. And Yeva recognises the paint: it is Dorn's, her work partner, whom she has not named before now.
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That is the human consequence, and deliberately not a resolution. She does not know whether he sealed the section to keep something out or to keep himself in; neither does the player, and she wants to know. Her value here is human context — whose hand, which crew practice, what the labels meant to the people who made them — while the pattern-finding stayed with the player. A person, not an upgrade dispenser.
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## What the player can now do differently
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- **A named place to go back to.** The isolator door is a later objective the player chose, not a quest handed out.
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- **A reusable reading.** Family marks recur across the station, so the discovery changes which components are worth carry space on every later trip. How that feeds build choices belongs to [Build Comparison](/Hold%20The%20Flood/Build%20Comparison).
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- **A calibrated doubt.** Alien marks were made by people who knew what they meant; human copies were not. A marked component is evidence, not proof.
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- **More reach.** The installed head reopens places the player had to turn back from.
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## Provisional mechanics and dependencies
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None of this is owner canon. The scene survives if these change.
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- **Shared carry interface.** Equipment versus salvage is an owner requirement; canisters competing for the same space is a working assumption shared with Systems for this comparison. If oxygen gets separate capacity the loadout decision weakens, but the scene holds.
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- **Carrying penalty.** That the head changes how the player fights is what gives the return leg meaning. Its form and magnitude belong to Systems.
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- **Findability across trips.** The isolator door must remain locatable later, or the human consequence leads nowhere. That requires *discovered locations to persist* — weaker than a fixed station map. Map and persistence structure stay open.
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- **Death losses.** Undecided. What happens to a carried head on death changes the whole risk calculation of the return leg, and is deliberately not settled here.
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- **Player notes.** A record of observed marks is proposed; player-kept or in-game log is open. It must not reach conclusions for the player.
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- **Salvage magnitude.** How much reach the head adds, and whether it is unique or one of a class, are open and not mine to set.
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## What this does not establish
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That this is fun; that oxygen pressure tunes to a level rewarding care rather than punishing it; or that horde combat and unhurried observation sit well together in the same minute of play. Those are the real risks and a written scene cannot settle them. One narrower claim holds: this discovery reuses signage and corridors that already exist, so its cost is authored *meaning* rather than new geometry — a reason to prefer this kind of discovery, not evidence about the 30 / 90 / 100–200 hour ambitions, which remain unvalidated.