Glossary¶
| Term | Meaning in this project |
|---|---|
| Core / upgrade | A temporary ranked run bonus, acquired during a run. Does not replace equipped abilities. |
| Passive | An equipped persistent behaviour/stat contribution; two distinct slots. |
| Normal active | One of Q/F/C; uses normal-active charges and sequential recharge. |
| Ultimate | Separate Z slot/resource; not a normal-active cooldown. |
| Melee | Separate V action; excluded from normal-cast/charge rules. |
| Base stat | Loadout-derived stat before temporary run modifiers. |
| Direct damage | Accepted primary gun/ability output with explicit effect provenance. |
| Secondary damage | Bleed, echo, shard, arc, pierce or other derived output; offensive recursive chains are restricted. |
| Proc | An effect triggered by an accepted event; eligibility, interval and damage budget still apply. |
| Intensity | Whole guaranteed activations plus a fractional roll; may exceed one without being a capped probability. |
| Normal shield | Persistent defensive capacity that recharges after a damage delay. |
| Overflow / overshield | Temporary shield above normal capacity, constrained by source/family/global budgets and expiry. |
| Precision / weakpoint | A validated precision volume hit; body damage is not precision. Scan points are separate consumable volumes. |
| Mark | A status; ordinary marks do not automatically create Scan points. |
| Root / stun | Root prevents movement; stun also interrupts attacks. Target profiles and immunity rules apply. |
| Birth group / pack | Members of one admission purchase, with stable provenance. Current tactical assignment and temporary cooperation are separate; the old mandatory formation/contact policy is retired. |
| Cover grace (historical) | Retired pack stopping episode after sight loss. Current opt-in shooters use individual bounded investigation. |
| Credit / cost / weight | Bank resource / complete purchase price / relative eligible selection probability. Kills refund no spawn credits. |
| Reservation | Paid unborn member capacity held before native birth; cancelled unused members may refund once into the valid capped bank. |
| Saving intent | One fixed expensive composition with finite original deadline; owns no capacity or credit until purchase. |
| Arrival readiness | Authoritative birth deadline; arriving actors are damageable but normal movement/hostile actions are held. |
| Nonboss admission limit | Director's live-plus-pending capacity (at most 16); singleton boss excluded, legitimate finite children can exceed then block purchases. |
| Personal evidence retention | Time from genuine sight before memory expires; also caps local search. |
| Prediction / hypothesis | Assumed hiding location from frozen evidence and geometry, never unseen live tracking. |
| Viewpoint | Safe place/orientation from which predictions can be inspected; one inspection may check several. |
| Checked history | Predictions actually visible during completed inspection, not proof the whole area was cleared. |
| Information gain | Newly visible unchecked weight / original total weight; distinct from travel-penalized viewpoint score. |
| Pressure assignment (planned) | Temporary reachable coarse purpose/region for a group; never personal sight or exact hidden aim permission. |
| Squad report | Original observed position/time/observer/target lifetime; validated intake exists, coordination transport remains planned. |
| Roaming cooperation (planned) | Temporary useful pack/elite relationship retaining identities and paid state. |
| Stage | One active encounter/checkpoint/travel cycle, with its own stage identity. |
| Run | Shared participant/session gameplay lifetime spanning stages and temporary upgrades. |
| Downed | Revivable state while teammates remain; not final defeat. |
| Final defeat | Team run end, result snapshot and temporary-state cleanup. |
| Current | Source-defined/referenced content; validation remains a separate axis. |
| Planned | Design direction without implementation acceptance. |
| Legacy | Specifically identified old content outside the current roster. |
| Authored value | A field serialized in a definition/scene; not necessarily final resolved runtime tuning. |
Start with game structure, combat, or technical authority.
See spawning, perception/search and ownership/acceptance for examples and tuning.