Separate radio defence and harden player and objective lifecycles
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@@ -10,13 +10,14 @@ The [complete responsibility inventory](original-feature-coverage.md) assigns ev
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| Responsibility | Successor implementation | Still required |
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| --- | --- | --- |
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| Mission setup and progression | Core phase rules, server settings/commands, saved starting time/progression, replicated startup failure status, definition validation and asynchronous site preparation | Player-facing setup, failure reporting, richer objective service boundaries |
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| Mission setup and progression | Core phase rules, server settings/commands, saved starting time/progression, replicated startup failure status, definition validation and asynchronous site preparation | Player-facing setup, failure reporting, manual setup and failure-presentation validation |
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| Prison and player start | New vanilla composition, physical gate and supplies, native spawning | Manual escape and 12-player equipment/space validation; additional surveyed layouts |
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| Scavenging and discovery | Core owns two independent radio-clue caches, a medical stash, outpost stock, targeted documents and named discovery markers | Manual route access, inventory usability, medical treatment and gameplay balance |
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| Location population | Seven configured sites, six guard squads, finite stock/props, proximity discovery events and preparation rollback | Additional compositions, destruction presentation, manual access and multiplayer cleanup validation |
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| Radio objective | Core authorizes interaction, requires conscious defenders, resets interrupted transmission and publishes native task progress | Native task and radio-progress UI validation, unconscious/revive and simultaneous-player validation |
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| Radio objective | Separate radio service authorizes registered connected players, tracks continuous conscious occupancy and emits events; Core publishes native task progress | Native task and radio-progress UI validation, unconscious/revive and simultaneous-player validation |
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| Extraction and results | Separate extraction service, twelve physical occupants, partial UUID results, result-widget refresh, early loss and capacity validation | Manual boarding/piloting, actual remote reconnect and result delivery, casualty loading and empty-server flight verification |
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| Player lifecycle | Identity roster, native reconnect reservation, one life, local unconsciousness/recovery checks, spectator camera, defeat/restart | Dedicated server and real multi-client reconnect/streaming tests |
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| Player lifecycle | Identity roster, native reconnect reservation, one life, bounded reserved spawn slots, final native assignment checks, local unconsciousness/recovery, spectator camera, defeat/restart | Dedicated server and real multi-client reconnect/streaming tests |
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| Ground transport | Authored optional finite UAZ, surveyed parking, native fuel/seats/engine and loss checks | Manual road access/driving, simultaneous use and network ownership |
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| Factions and assets | Injected faction/asset catalog drives prisoner, guard group, extraction and friendly/enemy lookup | Additional catalog combinations and remote validation; provenance review and release packaging |
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| Enemy strategic response | Optional AI addon supplies the sole HQ coordinator through `ERR_CommandService` | Complete virtualHQ integration after base contracts stabilize; no competing original response system |
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@@ -36,3 +37,5 @@ python3 tools/headless_workbench.py --compat /tmp/erri-headless-compat --profile
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```
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This diagnostic moves actors and the helicopter programmatically. It proves integration paths, not manual playability, multiplayer correctness or FPS improvement.
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The focused [manual gameplay gap audit](base-gameplay-gaps.md) records inherited starting equipment, real treatment/casualty-loading work and the all-incapacitated outcome policy. These require implementation decisions and native gameplay validation before first release.
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