Document social wreck recovery moments
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@ -537,6 +537,14 @@ the crew decides how much attention, coolant, repair, salvage, and commander
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support it deserves. If the build cannot justify its appetite, the pilot can be
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left to eject, pod home, and return in something more reasonable.
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That failure can become a social moment instead of a balance scandal. A player
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who brings a precious, expensive, aggressively personalized ship may still end
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up begging the squad to escort them back into contested space to salvage their
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beautiful mistake. The squad can decide whether the wreck's assemblies,
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sentimental value, and future upgrade potential justify the risk. This makes
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attachment playable: ownership can create stories, obligations, jokes, and
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rescue drama without becoming purchased dominance.
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This makes monetization safer. Paid or accelerated unlocks can expand the
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player's collection, expression, loadout convenience, and access to alternate
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build shapes, while gameplay-affecting power remains governed by scenario
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@ -701,6 +709,13 @@ change the shape, and rejoin the war. A failed loadout should create a
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recoverable tactical and economic setback, not a scolding modal, a queue dodge,
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or a permanent player-state failure.
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Wreck recovery should require visible squad judgment. If the lost ship is
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valuable, exotic, sentimental, or full of rare assemblies, rescuing it can be a
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real objective that competes with base defense, salvage flow, and wave timing.
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The pilot may plead for an escort. The crew may agree, bargain, laugh, refuse,
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or make the recovery conditional on better decisions next wave. The system
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should give them a meaningful reason to talk.
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Thermal capture enemies sharpen this loop. If a pilot ejects because hostile
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heat pressure made the cockpit unsafe, the pod remains protected and the ship
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becomes a contested prize. Enemy remorae can switch from heating to cooling once
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