Approved implementation contracts and explicitly provisional follow-ups for the local prototype branch.
Processed interview decisions — 2026-09-08
Source: owner answer sheet. All 100 answer fields were read. Original owner answers are preserved. This document resolves them into implementation contracts; it is not a claim of completed gameplay.
Working branch: feature/local-playtest-prototype. Keep all work here for local testing. Do not merge to main or deploy until the owner decides the branch is done. Keep .liste/ changes out of Git; commit its portable snapshot.
Precedence and remaining follow-ups
Current-rule addendum, 2026-09-09: the later TASK-092 owner decision supersedes Q017–Q021 and Q023 where they specify climbing Heat, height caps, fall damage, fall confirmation or terminal drops. New games use paid vertical movement: ordinary legs pay destination terrain entry plus absolute elevation change, working Jump legs ignore the elevation surcharge in both directions, and vertical movement has no Heat or fall consequence. Existing saves retain their embedded legacy behavior. The table below remains the record of the 2026-09-08 interview.
Q001 removes Overcharge. Q020 overrides Q017 on climbing frequency: each upward Jump-leg step adds Heat. Q028 removes copy limits. Q030 permits ammunition edits between games despite the general initial loadout lock. Q032 replaces fixed map order. Q034 revisits the circular watch area as a cone. Q053/Q054 supersede numeric persistent dice in the main melee UI. Q051/Q098 deprioritize phone portrait. The owner wants a comprehensible prototype, not final production art.
Two asynchronous follow-ups are pending: cone geometry (Q034) and the public pilot call sign (Q060). The branch uses an explicitly provisional 60° cone from the watching mech, aimed at the clicked hex, at that hex’s elevation and up to long weapon range. This is an implementation default, not a confirmed owner answer. Public pilot designation provisionally uses the existing pilot name. The Workshop keeps an optional private nickname. The owner can supply separate call signs later. Use a seeded map shuffle without replacement, and keep seven as the initial round cap with ten available for experiments.
Resolved answers
| ID | Implementation decision |
|---|---|
| Q001 | Remove Overcharge entirely. This supersedes the entire proposed Overcharge feature. |
| Q002 | See Q001: Overcharge is removed; this subquestion no longer applies. |
| Q003 | See Q001: Overcharge is removed; this subquestion no longer applies. |
| Q004 | See Q001: Overcharge is removed; this subquestion no longer applies. |
| Q005 | See Q001: Overcharge is removed; this subquestion no longer applies. |
| Q006 | See Q001: Overcharge is removed; this subquestion no longer applies. |
| Q007 | See Q001: Overcharge is removed; this subquestion no longer applies. |
| Q008 | See Q001: Overcharge is removed; this subquestion no longer applies. |
| Q009 | Keep seven normal rounds initially. Expose the cap for experiments including ten; no balance conclusion. |
| Q010 | An enemy-team wipe wins immediately. Otherwise, at the cap compare score first, then remaining team Hull percentage. Keep the current 3 points per kill and 1 per controlled zone as provisional values. |
| Q011 | Divide remaining body-part durability across surviving deployed mechs by the total starting body-part durability of the original deployed three. A destroyed mech contributes zero remaining durability. The reserve does not count. This is an explicit proposed definition to test against current engine behavior. |
| Q012 | One complete bonus round when score and Hull tie. |
| Q013 | Score the bonus round normally, then compare score and Hull again. |
| Q014 | Declare a drawn game. Do not add an indefinite series of extra rounds or choose a winner by another die roll. |
| Q015 | Play at most the three scheduled maps, stopping early when a side reaches two wins. Draws use a scheduled game slot. After the third game, more game wins takes the match; equal wins is a drawn match. This bounds match length but may end with fewer than two wins. |
| Q016 | Yes. For example, Lock On expires at the scoring boundary; Prepared and Overwatch expire at the owning mech’s next activation. Refreshing Reactions does not clear or renew every status. Keep the different expiry types visible in the inspector. |
| Q017 | Jump legs add 1 Heat per upward step, including Boost and Charge. Q020 overrides the once-per-activation frequency. A two-level step is one climb. Ordinary legs, flat movement, and descents do not trigger it. |
| Q018 | Apply climbing Heat along the path at each upward step; resolve before committing that step so damage can prevent it. |
| Q019 | Recheck movement legality from its current hex. Stop any step or follow-up now made illegal. Do not refund Heat or move the mech onto an unreachable rooftop. |
| Q020 | Each upward climb adds Heat. This specific answer supersedes the once-per-activation wording accepted in Q017. |
| Q021 | Yes: Legs take 1d6 plus 1 per full 15 Weight, ignoring Armor, and movement ends. Show the risk before committing. Keep the numbers provisional. |
| Q022 | Compute an optimal legal path through player-selected waypoints, within remaining movement. Preview before committing. |
| Q023 | Show a clear fall, Heat, and possible-reaction summary before confirmation. Require an extra confirmation for a deliberate fall, with a preference to suppress that extra prompt for experienced play. |
| Q024 | Show both complete four-mech rosters, including equipment and pilots. Keep only the selection of the deployed three private until both players confirm. |
| Q025 | Reveal both sets of three together before the board-end roll and alternating placement. Neither player gets to revise their selection after seeing the other’s choice. |
| Q026 | Lock all four builds, equipment, and pilot assignments for the match. Q030 explicitly permits legal ammunition edits between games. Pilot reassignment remains available while arranging the roster before locking. |
| Q027 | Keep the written B5 rule: one copy of a pilot in the whole four-mech roster, including the reserve. Saved library builds can reuse pilots; a match roster must resolve conflicts. |
| Q028 | Remove part/equipment copy limits. Preserve hard Weight/Capacity/Team Cap and unique pilots. |
| Q029 | Accept recommendation; additionally warn during roster building which combinations of three exceed Team Cap. |
| Q030 | Allow one reserve swap or stand pat plus legal ammunition changes between games. Parts and pilots stay locked. Revalidate individual capacity/weight and deployed Team Cap after ammunition edits. |
| Q031 | Collect both decisions behind a pass-device curtain, then reveal both at the start of deployment. Validate each team before its player commits. Keep the next map visible during the decision. |
| Q032 | Select three maps randomly without replacement and randomize order using the match seed. With the current three-map pool this is a seeded shuffle. Reveal upcoming maps for sideboarding. |
| Q033 | BO1 and BO3 are first-class match modes. Scenario mode also supports smaller teams; BO1 is not labeled practice. |
| Q034 | Owner now prefers a cone. This supersedes the circle preference. Exact geometry awaits follow-up. The branch tests a provisional 60° mech-origin cone; other reaction rules remain approved. |
| Q035 | Keep the fixed area outline visible. Use a separate muted or hatched treatment for tiles currently blocked by LOS or outside range, with a short explanation when inspected. |
| Q036 | Use team-colored outlines and patterns, with stronger emphasis for the selected mech. Let the player temporarily isolate one area without concealing that other areas exist. |
| Q037 | Try the recommended firing-point UI as a provisional UX choice. The owner explicitly agreed to try it despite uncertainty. |
| Q038 | Show their mech cards beside the board. Choose one, resolve its reaction, then update the remaining choices. Include a clear Pass Remaining Reactions control for that event. |
| Q039 | Show a clear actor banner and a Continue prompt before accepting input. Use a privacy curtain for hidden setup choices; ordinary combat information can remain visible. |
| Q040 | Say exactly why, such as target destroyed, named weapon disabled, or LOS blocked. Preserve unspent Reaction budgets and return to the remaining legal choices. |
| Q041 | Keep the untraveled path visible during the interruption. After resolution, briefly show any changed movement limit or canceled follow-up, then continue along the legal remainder. |
| Q042 | Use a crisp 2D hex board with shallow elevation shading and modular mech silhouettes. This improves readability without making a new 3D engine a prerequisite. Describe a different visual target if needed. |
| Q043 | Give the board most of the window, with a narrow pinned inspector and compact controls near the bottom. Put the full event log in a drawer. |
| Q044 | Active mech and player, remaining movement/actions, Heat, Reaction state, score, and the current required choice. Keep detailed formulas expandable. |
| Q045 | Pin its inspector without changing the active mech. During an attack, make target selection a clearly labeled mode. |
| Q046 | Use gentle focus on the new actor or reaction event, with an easy way to disable it. Preserve user zoom and provide a reset-to-board control. |
| Q047 | Accept readable elevation cues for this prototype. Real terrain with a grid on top is a future full-engine visual target. |
| Q048 | Selected mech: part callout lines and health bars. Damaged parts keep visible indicators even when not selected. Also provide the inspector body diagram. |
| Q049 | Show the same public combat stats, equipment, pilot effects, and damage information available for friendly mechs. Keep only agreed private setup choices hidden. |
| Q050 | Select an action, then its weapon if needed, then a target or watched area, inspect the consequences, and confirm. Preserve selection when an option becomes invalid and explain the problem. |
| Q051 | No phone plans; prioritize desktop/laptop and at least tablet usability. Do not spend this phase polishing phone portrait. |
| Q052 | Decorative dice animation must be very quick. Keep instant and step-through controls. |
| Q053 | Main melee UI shows successful opportunity pips with weapon sources and consumption, not die face numbers. Keep detailed rolls in the event log/replay. |
| Q054 | Discard failures in the brief roll reveal; remove spent pips from the active pool. Keep audit history in logs, not the main exchange panel. |
| Q055 | The attacking weapon, chosen body part, parry cost, legal defensive dice, and a concise explanation of what accepting the hit will resolve. Do not reveal unrolled damage. |
| Q056 | Compact ranged stage line and floating damage values. Show hit chance before fire confirmation. |
| Q057 | Show a concise XCOM-style percentage chance to hit in target previews; preserve detailed math as optional inspection. |
| Q058 | Use brief highlight/text banners for major prototype events; production animations are deferred. |
| Q059 | Use New Build as the Workshop entry label. The core box remains the assembly concept. |
| Q060 | Public designation comes from the pilot call sign. Optional player-only nickname. Follow-up pending: existing pilot name or new dedicated call sign. |
| Q061 | Autosave drafts separately from completed library builds. Let players keep several drafts, clearly labeled incomplete and unable to enter a normal match. |
| Q062 | Save the library build independently. Offer an explicit update to unlocked roster copies with a change preview; never alter a locked match. |
| Q063 | Create a new independent build or roster with a new instance identity and an editable name. Changes to the copy must not affect the original. |
| Q064 | Start with changes to Weight, arm Capacity/Handling, movement, defense, Heat, and weapon capability. Show old and new values with an explanation of any legality failure. |
| Q065 | Show its fresh pool sources and counts, arm contributions, two-handed restrictions, shield defense dice, and a selectable example opponent for target-dependent success information. |
| Q066 | Before confirming, show any teammate pilot swap and the resulting faction/bond changes. Keep reassignment easy while arranging an unlocked roster. |
| Q067 | Show three deployed cards plus a distinct reserve card, Team Cap for the selected three, roster-wide legality, and active pilot synergies. Let selection change without rebuilding the mechs. |
| Q068 | Preview imported records, explain missing/changed parts and conflicts, and require explicit replacement of existing entries. Preserve the last good library and support exporting the rejected input for diagnosis. |
| Q069 | Accept prominent Resume like a game save/unfinished match entry; this does not authorize remote matchmaking. |
| Q070 | Keep multiple named local sessions as game saves. |
| Q071 | Autosave accepted actions and pending choices. Also allow named checkpoints and file export. Explain storage failures without interrupting access to the current game. |
| Q072 | Keep a manageable recent-history list and let players pin favorites or export them. Ask before deleting pinned records; use a documented retention limit for ordinary history. |
| Q073 | Include the complete reproducible session plus a readable summary: setup, rules/content version, seeds, choices, events, and notes. Use JSON for restoration and Markdown for a human digest. |
| Q074 | Start at a neutral handoff screen before showing the owning player’s private setup choices. Explain that a local save file contains the full session and is not a secrecy boundary. |
| Q075 | Offer previous/next event, activation, and round; a timeline; playback speed; and bookmarks. Keep a selected mech inspector usable while paused. |
| Q076 | Keep the file intact and explain the incompatibility. Offer its readable summary if available. Do not silently replay it under different rules or overwrite it with a failed migration. |
| Q077 | Offer the existing melee trials, a few focused tactical presets, and a Create Scenario path using the existing maps. |
| Q078 | Mech placement, team, pilot/loadout selection, per-part damage, disabled arms, Heat, and seed. Put uncommon statuses and exact dice scripts in an advanced section. |
| Q079 | Select a legal saved build, click a valid map hex, then edit starting damage/status in its inspector. Keep illegal placement explanations next to the board. |
| Q080 | Allow an explicit sequence of die faces by resolution stage, clearly labeled scripted. Default unscripted trials to normal seeded rolls. Stop with an explanation if a required script is missing or incompatible; never silently fake a result. |
| Q081 | Let the player return to an earlier accepted decision and create a new branch. Preserve the original branch and label both as sandbox history. |
| Q082 | Restore the exact initial map, positions, builds, damage, Heat, statuses, seed, and scripted dice. Repeating the same decisions should produce the same result. |
| Q083 | Offer a clearly described mirrored scenario: exchange teams and deployment orientation while preserving the intended terrain relationship. Record the transform and seed policy so results are comparable. |
| Q084 | Accept suggested trials and make them extensible to any balance situation under investigation. |
| Q085 | Capture the session and exact decision/event index, then ask for a short note. Let the player continue immediately and write more afterward. |
| Q086 | Offer rules confusion, unclear UI, unexpected result, suspected bug, pacing, and balance concern, plus free text. Do not force a category to submit a note. |
| Q087 | Result, rounds, objective score, kills, parts disabled, Heat/stress events, melee attacks/parries, and action usage. Keep detailed weapon statistics expandable. |
| Q088 | Show starting and spent pools by source, parries versus accepted hits, targeted parts, arm-loss effects, and exchange decision count. Pair the numbers with the player’s note about whether choices felt meaningful. |
| Q089 | Record optional local observed decision time, separating pauses and replay time where possible. Use it to assess pacing; do not enforce a countdown in this epic. |
| Q090 | Export a Markdown digest plus the machine-readable session and bookmarks. Include exact rules/catalog identity and any sandbox/scripted-dice flags. |
| Q091 | Label small playtests as observations. Show setup and sample size. Keep formal balance claims in the existing both-sides, reproducible tuning workflow. |
| Q092 | Ask what was confusing, which decision mattered most, whether melee felt interactive, and whether the game felt too long. Make every answer optional and preserve the report if they skip. |
| Q093 | Initial audience: a small group of friends/developers and playtesters evaluating whether to develop the game further. |
| Q094 | A short legal kit build, selecting a deployed team, moving and firing, a responsive melee parry, and watching an area. Teach deeper Heat, pilot synergy, and sideboarding in separate short scenarios. |
| Q095 | Use optional contextual hints and a Help panel. Make tutorials skippable and restartable, and avoid blocking experienced players with repeated explanations. |
| Q096 | Cover hex navigation, selection/confirmation, cancel, inspector focus, dice selection, and ending an activation. Include visible shortcut help and avoid shortcuts while typing in text fields. |
| Q097 | Support enlarged text, non-color status cues, visible keyboard focus, reduced motion, and essential flows without hover. Add any personal requirements, assistive technology, or difficult interactions. |
| Q098 | Prioritize laptop/desktop now; usable tablet landscape. Phone portrait is deprioritized. Native Steam Deck/full-engine rendering is future scope. |
| Q099 | Priority order: reliable resume, board/inspector/watch interface, then complete local match. |
| Q100 | Accept the serious-playtest criteria, with clear usable prototype presentation rather than prolonged visual polish. |
Verification and handoff
The next agent must read this document before older task bodies or initial recommendations. Update current task scope where it conflicts. Preserve accepted decisions and record the two follow-up outcomes here. Gate completion on the work package acceptance tests, not on reading the questionnaire.