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Design Notes (from previous AI sessions)

Cleaned-up concepts from earlier design docs. Most of the original framing was based on a misunderstanding of the heat system (flux as "throughput limit") — these are the salvageable parts.

3-5 Round Rule

A mecha at full combat load (all weapons, max speed, high-draw shields) should begin to overheat after 3 to 5 turns. This is enforced by sink capacity vs net heat accumulation.

Example: Standard Walker

Archetypes

Type Sink Cap Combat Load Rounds to Full
Scout 50 ~15/turn ~3
Heavy 300 ~20/turn ~15
Suicide 100 ~10/turn ~10

100-Token Goal

Heat values aimed at a 0-100 range for most mecha. Small to Medium mechs target Total Flux of 30-50. Values above 100 represent critical instability.

Fluxpool Saturation

If the fluxpool stays full for more than one turn:
- Movement speeds halved
- Computer systems crash, target locks lost
- Reactor auto-scram (total shutdown)

Radiator Wings

Coolant System Integrity

Damage to a coolant system directly reduces its Flux contribution. Example: a system with Flux 60 getting damaged may drop to 30.

High-Alpha Penalty

Weapons with high burst heat per shot need specialized high-flux coolant, or they damage the mecha on every shot.

Tech Level Thermal Profiles

Tech Baseload Flux (Avg) Style
Base Low (1-3) 10-15 Passive-heavy (sinks)
Low Mid (5-8) 20-30 Balanced
Mid High (10-15) 40-60 Active-heavy (vents)
High Very High (20+) 80+ Extreme cooling

Flux Partitioning (Tactical Choice)

Pilots choose which systems to cool first when flux is limited — keep the reactor stable or allow weapons to cool. This is resolved through the player-choice mechanic in heat phases 1 and 2.


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