Facility Access Lockdown / 设施通行封控线
Facility Access Lockdown is a storyline pack that turns the Seventh Dome into a playable crisis space. It begins when a person, proof object, black-box edit, fan witness chain, oxygen room, archive copy, sponsor bridge, or route asset must cross a room or passage that another faction has restricted, watched, sealed, or claimed.
This storyline is not tied to a fixed turn. It can trigger from production triage contention, route-asset movement, archive custody pressure, fan oxygen escalation, sponsor stop-loss language, inspector sweep, memorial/voice custody dispute, or black-screen schedule pressure.
Storyline promise
The player should feel the building push back. A good handler, a strong legal argument, or a powerful sponsor cannot simply solve the crisis if the relevant room is sealed or the corridor is watched. The player must choose who gets through, who waits outside, whose claim is honored, and which future route becomes harder.
A satisfying implementation must produce:
- one visible 设施通行图;
- one 设施通行派线 assignment or explicit failure/absence;
- one access consequence that changes room state and future availability;
- one claimant default or collision risk through 房间封控撞锁 or equivalent;
- no fixed turn-count trigger.
Entry pressure families
The storyline may enter from any pressure family where physical access matters:
| Source family | Example physical collision | Why it matters |
|---|---|---|
| archive custody | archive counter accepts only one copy while a receipt is in the service corridor | false owner can harden before proof arrives |
| production triage | legal lane is assigned but the checkpoint is sealed | staffing is not enough without access support |
| fan oxygen | fan gate blocks stage threshold or identifies missing stub | public legitimacy becomes spatial pressure |
| sponsor pressure | sponsor bridge booth offers clean language before public route opens | contract capture can occupy the stage first |
| inspector pressure | white-glove checkpoint freezes permit, corridor, or cutroom | lawful seal can block playable rescue |
| editor pressure | cutroom black-box lock prevents repair or creates auto-patch | edit custody becomes a room-state problem |
| witness/protection | ward air room must stay sealed while testimony needs movement | protection locks routes and creates debt |
| route asset transfer | low-rank carrier must move through watched service path | movement exposes the carrier and proof chain |
| schedule/broadcast | stage threshold is contested or black-screened | access failure becomes broadcast reality |
Sequence of playable events
1. Access map opens
A crisis points to a room/edge in 第七穹顶设施通行图. The card records node state, edge state, claimant, access requirement, and default actor.
Expected state:
facility_map_openappears;- at least one node/edge is restricted, contested, sealed, watched, burned, claimed, or missing a route;
- at least one route asset/person/proof/broadcast option depends on access;
- a claimant can default the room if unresolved.
2. Player chooses an access branch
The player assigns 设施通行派线 or equivalent.
Possible branches:
certify: use permit, legal oath, escort, public cover, proof, or checksum to open a route.reroute: move through service corridor or low-rank staff path.seal: lock a room to protect person/proof/crowd/edit/source.break_seal: violate seal for urgent access.default: fail or decline to resolve access.
3. Room state mutates
The result must change the place layer, not only a general counter.
Examples:
checkpoint_to_cutroombecomes certified butinspection_heatrises;service_corridor_to_archivebecomes rerouted andrunner_riskrises;ward_air_roombecomes sealed and a witness route is delayed;stage_thresholdbecomes scarred after a broken seal;archive_counter_sevenbecomes claimed by false owner after default.
4. Collision or recovery hook
If access was missing, broken, or defaulted, 房间封控撞锁 or equivalent records claimant, missing inputs, branch, deltas, and future route effect.
A soft collision may leave a recovery hook. A hard collision can lock a room, capture a route asset, or fold the stage threshold into black screen.
Branch designs
Branch A — Inspector-certified path
The player uses lawful access support to pass the checkpoint.
Outcome:
- legal access improves route legitimacy;
- inspection heat or legal lane occupation rises;
- a public/fan/sponsor route may become slower or costlier.
Branch B — Service-corridor rescue
The player uses 交接链跑腿 or equivalent low-rank route asset to move proof/person through staff space.
Outcome:
- proof/person reaches target;
- service corridor heat, runner risk, missing stub, payroll debt, or proof contamination rises;
- the runner may become protected, overexposed, hostile, captured, or route_asset.
Branch C — Fan gate public pressure
The player uses public witness/fan queue visibility to open a stage or archive route.
Outcome:
- public legitimacy rises;
- fan oxygen resentment, crowd danger, sponsor pressure, or security heat rises;
- the same public visibility can prevent quiet sponsor or archive default.
Branch D — Sponsor bridge shortcut
The player accepts sponsor room access or clean language to move fast.
Outcome:
- immediate room access or delay relief appears;
- contract capture and public distrust rise;
- later public route becomes costlier.
Branch E — Protective seal
The player seals ward, cutroom, archive counter, fan gate, or stage threshold for safety.
Outcome:
- seizure or injury risk decreases;
- a different crisis, broadcast option, or route asset movement is blocked/delayed;
- release condition and seal owner are recorded.
Branch F — Defaulted room
The player lets a claimant keep control.
Outcome:
- room becomes claimed, locked, captured, hostile, auto-patched, false-ownered, or black-screened;
- future recovery is harder or narrower;
- room collision event records source difficulty.
Cards, rites, events, and states
Required or equivalent surfaces:
Recommended durable states:
facility_map_openroute_certifiedservice_corridor_rerouteroom_seal_activeseal_broken_on_cameraroom_claim_defaultedrunner_exposed_by_reroutestage_threshold_contestedarchive_counter_claimedcutroom_blackbox_lockedroom_locked_recovery_only
Recommended counters:
facility_access_pressureroom_seal_pressureservice_corridor_heatrunner_riskinspection_heatcustody_gaparchive_debtfan_oxygen_resentmentcontract_captureedit_debtschedule_lane_scarredblack_screen_slots
Integration notes
- With 制作分诊台机制, this storyline adds the place check after lane assignment: a lane is not useful if it cannot reach the room.
- With Route Assets and Custody, this storyline gives route assets a physical movement risk.
- With archive/memorial/voice custody routes, this storyline makes copies, bodies, voices, and receipts vulnerable to room locks and corridor exposure.
- With sponsor/inspector/editor pressure, this storyline turns faction authority into tangible doors and thresholds.
Non-goals
- Not a fixed-turn chapter event.
- Not a room list without play consequences.
- Not a dungeon movement minigame.
- Not bulk filler.
- Not a governance dashboard.
- Not satisfied unless access state changes future availability, custody, person state, proof value, broadcast reality, schedule pressure, or route strategy.