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Kinetic Flow + Singularity — one Flow, two verbs

Status: Amended · 2026-11-05 (Asymmetric Flow + second-meter resolve + TBD-056 Health-only) · prior Demo scope 2026-10-27
Scope: Guns + melee → Singularity climax; Demo includes Asymmetric Flow fuel · second meter (= Kinetic Flow) · full Burst Storm art. Cite FS-CMB.
Still out of scope: Merging Ultimate into Flow · skill-tree Ult empowerment detail · campaign-only Flow variants

Implementer path (DEFERRED): docs/tutorials/melee-drive-guns-singularity.md — self-contained GAS / Plugify Melee Drive (tag gates · Motion Warp · Counter · gun matrix · Singularity bridge). Parked until own Melee Drive foundation ships.

Authority: FS-CMB-001…007 · FS camera hybrid (§4) · GDD Dual Armory + Hybrid Perspective Kinetic Combat Engine · Demo demo-multiplayer-ladder · bible docs/22-demo.md
Pack gaps: 2026-11-05-pack-design-gaps.md · Counter: 2026-11-05-melee-drive-counter-window-design.md

Locks from review:

  • Demo: Asymmetric Flow · second meter · full Burst Storm art are in the Ladder Demo.
  • Second meter = Kinetic Flow (the thin Shiv ring). There is no fourth combat meter. HUD / Demo Lab “second meter” language means Flow — distinct from Ultimate and Skill Energy.
  • Melee = Melee Drive verb. Guns = Precision Fire. Singularity climax = Burst Storm (FS-CMB-005).
  • Ultimate stays separate (FS-CMB-006).
  • No Melee Drive Block input — defense = Dodge / vault / slide / Phys Shield / spacing.
  • TBD-056 locked (2026-11-05): Flow dumps on Health damage only. Shield/Armor chips that do not reduce Health do not dump Flow.
  • Approach A means only Ult / Skill Energy streak math (FS-CMB-007). It does not describe Flow fuel. Equal +1 Flow was an interim floor — superseded by Asymmetric Flow below.
  • Kill credit path: GameplayMessage / tag TFA.Combat.KillConfirmed (locked) → TFASingularity subscribes.

Terra Firma’s hybrid combat already swaps FPP guns ↔ TPP melee. Players should feel one rising pressure (Kinetic Flow) whether they carve or shoot, then a single Singularity payoff — without teaching two combo systems.

Melee Drive is how melee plays (player-driven spacing and cadence) — not a separate meter.


Unchanged from combat-economy design + FS:

Meter HUD Role
Ultimate Shiv / fire mark Player-spent; kill-charged (Approach A streak — FS-CMB-007)
Skill / Arms Energy Energy hotbar Skills / tentacles (Approach A streak — FS-CMB-007)
Kinetic Flow (= second combat meter) Thin ring on Shiv Kill combo → Overclocked → Singularity (Asymmetric Flow)

Ordnance charges stay their own pool.

Demo Lab “second” subtab dials Flow thresholds / presentation / OverclockedAt / SingularityAt — it does not create a fourth meter.


Tier Combo Effect
1 0–15 Baseline
2 Overclocked 15–30 +30% move; visor pulse
3 Singularity 30+ 0.5 s bullet-time on trigger kill; auto Special Takedown

Asymmetric Flow fuel (Demo defaults · lab-overridable)

Section titled “Asymmetric Flow fuel (Demo defaults · lab-overridable)”
Event Flow credit
Melee Drive Strike kill +2
Precision Fire body kill +1
Precision Fire headshot kill +2
Counter success (non-fatal) +1
Counter fatal Melee Drive kill path (+2) via KillConfirmed
Singularity / Burst Storm kills during climax 0 (climax resolve resets Flow)
Gun miss / dry-fire 0 (not a whiff)

Demo Mod Lab (tfa-lab-flow.json asymmetric subtab) may override melee/gun/headshot multipliers and OverclockedAt / SingularityAt for session sims — defaults above are the ship floor.

Reset to Tier 1 / combo 0 when:

  • Special Takedown resolves, or
  • Whiff (strike empty air / miss execution window / failed Counter), or
  • Damage break — TBD-056 locked: any GE that reduces Health (post Shield/Armor absorb). Shield-only or Armor-only chips do not dump. Phys Shield that prevents Health loss does not dump.

Whiff applies 0.5 s stagger. Damage-break stagger = 0.5 s with Health-only dump.

Singularity is a climax, not a sustained state: one auto takedown → back to Tier 1.

TBD-056 — Flow toughness without Block (closed)

Section titled “TBD-056 — Flow toughness without Block (closed)”

Lock: Health-only dump. No Melee Drive Block verb on IMC. Players may eat Shield/Armor chips without losing Flow; a Health nick dumps the ring. Do not reintroduce silent “any damage” defaults in C++.


Verb When Camera Fantasy Flow credit
Melee Drive (FS-CMB-002) Melee active equipped stance Always TPP Directional lunge / slash; dash / vault / slide; no auto target pull +2 per kill
Precision Fire (FS-CMB-003) Firearm active / aim FPP Manual aim; gunfeel; headshots when TTK allows +1 body / +2 headshot

Mix mid-fight: Stance / seat keys and Square / X Melee Strike while a gun is drawn pull to TPP for the strike. Flow does not pause or fork on stance change.

Singularity sequence: Always TPP (FS-CMB-005). No player button. No aim. Payload = grounded Burst Storm varieties + Kinetic kick (GA_TFA_SingularityTakedown · DA_TFA_SingularityBursts).

Counter: 2026-11-05-melee-drive-counter-window-design.md.


Ultimate Singularity
Trigger Player spend at charge Auto at Flow Tier 3
Empowerment Customizable 4×4 (Full game) Flow climax only
Demo Charge + spend hooks OK Auto takedown required for combat spine
Kill math Approach A streak (FS-CMB-007) Asymmetric Flow table (§3)

Do not merge meters, buttons, or HUD seats.


Under Hybrid Perspective / combat engine:

  1. Dual Armory → two verbs, one Flow (Asymmetric credits).
  2. Tier table + reset rules (cite FS) · TBD-056 Health-only.
  3. Second meter = Kinetic Flow.
  4. Singularity climax ≠ Ultimate; Approach A = Ult/Energy only.
  5. Cross-link Demo chapter + Counter window Spec.

In Demo (Ladder exit / combat spine):

Item Done-when
Asymmetric Flow Fuel table (§3) live in Demo combat (lab may override)
Second meter = Kinetic Flow ring; readable on OmniVisor; ≠ Ult / ≠ Energy
Kinetic Flow → Singularity Overclocked + Singularity path; melee + gun per asymmetric rules
Melee Drive Directional; no auto-pull; TPP when melee active
Counter Window contract Spec; Phase E after foundation
Singularity / full Burst Storm art Auto TPP; full DA_TFA_SingularityBursts (10 varieties + Kinetic kick) — not placeholder-as-exit
Stance mix Gun ↔ melee keeps Flow rules coherent
HUD Flow (= second meter) + Ultimate + Energy separate
Demo Mod Lab OV36 Flow · Singularity — subtabs asymmetric · second · burst · singularity; export tfa-lab-flow.json

Out of Demo: Final Ult 4×4 trees · campaign-only Flow variants · merging Ultimate into Flow.

Not the Demo exit ceiling: Ult/Energy Approach A alone without Asymmetric Flow + full Burst Storm.


Lock Use
FS-CMB-002 Melee Drive + Counter
FS-CMB-003 Precision Fire
FS-CMB-004 Kinetic Flow tiers / Asymmetric / TBD-056
FS-CMB-005 Special Takedown / Burst Storm
FS-CMB-006 Ultimate vs Singularity
FS-CMB-007 Ult / Energy kill economy (Approach A only)
Hybrid camera §4 FPP / TPP / Shift-Out / Singularity TPP
TFA.Combat.KillConfirmed Kill message → TFASingularity

  1. Asymmetric Flow table playable in Ladder Demo (lab overrides OK).
  2. Second meter reads as Kinetic Flow — no fourth meter.
  3. Singularity Special Takedown with full Burst Storm art (exit gate).
  4. Ultimate spend independent of Flow.
  5. Whiff / failed Counter / Health damage-break dump Flow; Shield-only chips do not.
  6. No takedown button in Input Context.

  • Demo in/out: Asymmetric Flow · second meter (= Flow) · full Burst Storm in Demo
  • Ultimate / Flow / Energy not merged; no fourth meter
  • TBD-056 Health-only locked
  • Approach A disambiguated to FS-CMB-007
  • Placeholder Burst Storm not accepted as Demo exit

  1. Patch GDD / Demo / Kanban for Demo in-scope — landed; keep sync on Flow table edits.
  2. FS-CMB-004 / Counter shalls + Arch KillConfirmed — this pass.
  3. Rebuild pack HTML / kanban as needed.
  4. Implementation only when Melee Drive foundation + Phase D/E are requested.