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Design Faction Fire Response Systems #53

Description

@Ustice

Migrated from the file kanban board on 2026-05-23.

Original status: 08-deferred
Requires QA: false
Doc only: true
Agent level: Medium
Role: researcher
Dependencies: #54, #55, #56, #57, #58
Write scope: docs/DESIGN.md, docs/world-consequence-first-pass.md



agent_level: Medium
role: researcher
requires_qa: false
doc_only: true
dependencies:


Design Faction Fire Response Systems

Goal

Unify the future faction-specific active fire-response concepts into a durable design direction.

Why

Ironteeth, Folktails, and Emberpelts should not all fight fire the same way. Suppression should become a faction identity layer without letting Timberborn adapters own core fire rules.

Requirements

  • Depend on the faction child tickets for the individual strategy writeups.
  • Keep suppression effects expressed as simulation inputs, such as water application, spread resistance, smoke field modification, or beaver exposure risk.
  • Compare resource cost, labor cost, injury risk, and response speed across factions.
  • Identify shared UI, alert, range, staffing, and telemetry needs.
  • Record which ideas are implementation-ready and which need prototype evidence.

Dependencies

Role

Verification

  • Run git diff --check.

Notes

  • Parent design reference: world-consequence-first-pass.md, "Faction Fire Response Ideas".
  • Deferred until the passive consequence and field-effect loop is stable.

Activity

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