docs(decisions): add Q-027 fast-travel system design
Re-scope #501 hub teleport as Gauntlet-only dev tool. Production travel must be diegetic: local gate → system gate → target menu → destination, gated by region safety, with asymmetric information exposure (NPCs observe arrivals/departures). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -152,6 +152,17 @@ Tracked questions awaiting discussion or resolution.
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- **Assigned to:** Gestalt, Paula, Dudley
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- **Source:** Knowledge Graph & Information Boundaries Workshop (Gestalt/Paula Round 1)
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### Q-027: Fast-travel system design
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- **Status:** Open
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- **Question:** How does inter-system travel work in production gameplay? The current hub teleport (Home key, #501) is scoped as Gauntlet-only dev tool. Production travel must be diegetic and respect asymmetric information. Proposed flow: player goes to local gate → warps to system gate → interacts with target menu → jumps to destination system gate. Key constraints:
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1. **Region gating:** fast-travel only available from safe or fast-travel-enabled regions. If you rented transport to reach a remote location (e.g. mountain colony), you must return the transport to civilization first — this can be a skip-travel interaction but must happen in-world.
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2. **Asymmetric information:** NPCs observe arrivals and departures. Travel choices leak information (who saw you leave, who sees you arrive, what transport was used).
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3. **Home key in production:** at most, Home could prompt "Do you want to fast-travel to the system hub?" if in a safe/enabled region — never instant teleport.
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4. **Transport types:** walking, rented vehicle, public transit, gate network — each with different information exposure profiles.
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- **Context:** #501 implemented instant Home key teleport gated behind `gauntlet_mode`. Re-scoped to Gauntlet-only after design review. Production fast-travel needs separate design and implementation.
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- **Assigned to:** Gestalt, Paula, Tyre
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- **Source:** Sprint 10 PR review discussion (2026-02-19)
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---
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*26 questions (3 resolved, 2 partially resolved, 21 open). Last updated: 2026-02-11*
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*27 questions (3 resolved, 2 partially resolved, 22 open). Last updated: 2026-02-19*
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