state.active was only ever cleared by completing a job. A target can
end up behind concrete there is no way round, and the only exit was
holding R for five seconds - which does not drop the job, it destroys
every mile of wear, every road the enemy learned and the whole map you
built.
Park at any base with a job you have not started bringing home and the
board offers to take it off you for X. It costs 12m of front line, half
what dying costs: deciding a route is not worth it is a judgement the
game should let you make, and it cannot be free or the board becomes a
reroll button. Not offered on the return leg, since that arrival is a
hand-in and it is about to pay you.
Dropped jobs are counted apart from completed ones. They are not runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Mission types. Four of them, differing in pacing and risk rather than in the
noun on the board: a quick supply drop, a retrieval whose danger is all on the
return leg, a long stationary intel transmission in the open, and a cheap survey
whose payoff is the map. Retrieval carries cargo that impacts damage, and pays
for what arrives rather than what you set off with, which makes the drive home a
different problem from the drive out.
Radio. Chatter framing the player as an undercover driver being talked at by
people busy elsewhere. Every line is triggered by something actually happening
in the sim — crossing a border, a road you personally made notorious, a car past
saving, or the front genuinely drifting. The enemy-has-other-priorities line
fires off measured drift, so the brief's ambient-drift-is-the-mechanism idea is
said out loud without ever showing a number. Topics carry cooldowns and never
repeat a sentence back to back; a test caught that they could.
Field work. Past the line, with nothing in hand, a wounded stranger or a contact
or a strippable wreck occasionally turns up. Deliberately not on a board: no
route preview, no comparison, no shopping between them. Take the detour in front
of you or drive on. They never appear behind your own lines, where a safe errand
would defeat the point.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Four allied bases, placed by greedy farthest-point so no choke point can strand
the player, with the first at the spawn junction so the loop is available at
once. Missions hand in at any base, not the issuing one.
The board offers known and new targets side by side and describes each route in
words. Crucially it never reads heat directly — it reads sim/intel.ts, a record
of what the player has actually observed and when. Notes age while roads keep
escalating unwatched, so a known route is knowable, stale, and never a promise.
Recon missions survey everything within 130m, which is how a new target becomes
a known one without driving every road there.
New targets pay 1.8x. That multiplier is the phase's tuning dial: too low and
nobody takes the unknown, too high and nobody takes the known.
Payment is parts, which repair the car. To keep "decline, not reset" intact,
each subsystem gains a ceiling that falls permanently with damage — repairs
restore up to what the car is still capable of, never to what it was. Without an
economy the board's rewards had no stakes; with one, the risky job is what keeps
the car running a while longer.
Adds Dijkstra over the road graph, taking a cost function so a "safest route"
preview is a small change later.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>