{
 "note": "Team events where every player picks a POSITION when signing up (the classic trade-run job idea: one side carries goods, one escorts, one robs). Proposals for the owner to choose from (OPEN-8); all numbers are proposed. Every option is an opt-in instance, so ADR-021 (no open-world PvP in the MVP) still holds.",
 "proposed": true,
 "decision": "OPEN-8",
 "positionRules": [
  "You pick a position at the event NPC before the queue pops; you keep your build, gear and skills. A position adds 1 active + 1 passive event ability and a job (what earns points).",
  "Matchmaking fills positions to fixed ratios, so every team has every job; a position that is full shows its queue time.",
  "Points come from the job, not only from kills, so support and objective players earn as much as damage players.",
  "Rewards are bound, capped per day/week, and never buy power that ordinary play cannot earn."
 ],
 "proposals": [
  {
   "id": "caravan_run",
   "name": "Caravan Run",
   "pitch": "The signature caravan fantasy: traders haul cargo across the basin, guards escort them, raiders ambush the road.",
   "type": "Two-sided PvPvE trade run in a flagged instance of the Saltway road",
   "players": "24 per run: 12 caravan (4 traders + 8 guards) vs 12 raiders",
   "levels": "L25–40 (scaled to 40)",
   "schedule": "3 windows a day, 45 min each; a run lasts 15–20 min",
   "positions": [
    { "id": "trader", "name": "Trader", "side": "caravan", "job": "Buy cargo at Amber Gate, ride the cargo beast, sell at Saltway market. More intact crates = more points.", "active": "Haggle Horn — nearby guards +15% move speed for 6 s", "passive": "Loaded: cannot attack while carrying; shows on every minimap" },
    { "id": "guard", "name": "Guard", "side": "caravan", "job": "Protect traders and crates; repair wagon wheels; break ambushes.", "active": "Shield Wall — a 6 m arc that blocks projectiles for 4 s", "passive": "Escort: +10% damage within 12 m of a trader" },
    { "id": "raider", "name": "Raider", "side": "raiders", "job": "Ambush the road, crack crates and carry stolen cargo to the Raider camp.", "active": "Smoke Ambush — stealth for 5 s or until you attack", "passive": "Light-footed: +8% move speed off the road" }
   ],
   "flow": ["Buy cargo (traders choose value vs weight)", "3 road legs with 2 ambush points each; NPC bandits fill gaps", "Delivery at Saltway market or stolen crates delivered to the Raider camp", "Score: crates delivered vs crates stolen"],
   "rewards": "Trade Seals (bound event currency) by points → cosmetics, mount skins, Caravan Ward shards; weekly cap",
   "whyFun": "Clear roles with different play styles; tense escort moments; traders are a new non-combat way to contribute.",
   "risks": "Biggest scope: PvP flagging, cargo actor, two-sided balance, griefing rules. Needs ~2 milestones.",
   "mvpCost": "high"
  },
  {
   "id": "lantern_rush",
   "name": "Lantern Rush",
   "pitch": "Capture the flag with lanterns: three caravans race to carry lanterns to their shrine across a small arena map.",
   "type": "3-team objective arena (instanced, rated or casual)",
   "players": "18 per match: 3 teams × 6 (2 bearers, 2 hunters, 2 keepers)",
   "levels": "L20–40 (scaled to 40)",
   "schedule": "Queue any time on weekends; 12 min matches, first to 5 lanterns",
   "positions": [
    { "id": "bearer", "name": "Bearer", "side": "any", "job": "Carry lanterns from the centre to your shrine.", "active": "Dash Lamp — 8 m dash, keeps the lantern", "passive": "Carrying: −20% speed, lantern light reveals you" },
    { "id": "hunter", "name": "Hunter", "side": "any", "job": "Stop enemy bearers and drop their lanterns.", "active": "Snare Line — a 6 m line that roots for 1.5 s", "passive": "Tracker: enemy bearers glow through walls within 25 m" },
    { "id": "keeper", "name": "Keeper", "side": "any", "job": "Hold your shrine and the centre, heal and shield bearers.", "active": "Sanctuary — 5 m circle, allies take 25% less damage for 5 s", "passive": "Lamplight: +1 lantern point when a carried lantern arrives near you" }
   ],
   "flow": ["Lantern spawns at the centre every 60 s", "Bearers race it home; hunters intercept; keepers hold", "Dropped lanterns stay for 8 s, then return to the centre", "First team to 5 lanterns or most after 12 min"],
   "rewards": "Lantern Tokens by match result and job score → cosmetics, auras (see side quests), Caravan Ward shards; season title",
   "whyFun": "Short, readable, replayable; three teams prevent stalemates; every position has one obvious job.",
   "risks": "Needs a small arena map and a 3-team scoreboard. Reuses the Sand Arena instance tech.",
   "mvpCost": "low"
  },
  {
   "id": "jade_seal_siege",
   "name": "Siege of the Jade Seal",
   "pitch": "A weekly fortress battle: one side storms the Jade Seal gate, the other holds it.",
   "type": "Attack/defend siege (instanced, scheduled weekly)",
   "players": "32 per siege: 16 attackers vs 16 defenders",
   "levels": "L35–40",
   "schedule": "Sunday 13:00 UTC, 40 min",
   "positions": [
    { "id": "vanguard", "name": "Vanguard", "side": "both", "job": "Push or hold the gates; drive the siege ram / man the gate.", "active": "Ram Brace — the ram takes 50% less damage for 6 s", "passive": "+15% damage to structures" },
    { "id": "warden", "name": "Warden", "side": "both", "job": "Repair or break barricades; place and clear traps.", "active": "Quick Mend — repair 8% of a barricade", "passive": "Traps you place last 2× longer" },
    { "id": "mender", "name": "Mender", "side": "both", "job": "Keep the line alive; revive fallen allies fast.", "active": "Field Revive — revive in 2 s instead of 6", "passive": "Heals +15% on Vanguards" },
    { "id": "scout", "name": "Scout", "side": "both", "job": "Capture the three watch-towers that give vision and catapult fire.", "active": "Signal Flare — reveals a 15 m circle for 8 s", "passive": "+10% move speed; capture towers 25% faster" }
   ],
   "flow": ["Attackers take 3 watch-towers (vision + catapults)", "Break the outer gate (ram) and inner barricades", "Hold the Seal plaza for 90 s to win; defenders win on time"],
   "rewards": "Seal Marks → cosmetics, banner skins; guild ranking if guilds ship",
   "whyFun": "Big-battle spectacle with roles for every build; the end-game social event.",
   "risks": "Large fights stress the 1,000-player server budget less than open world, but effects, telegraph density and balance need care; best after guilds exist.",
   "mvpCost": "high"
  },
  {
   "id": "last_light",
   "name": "Last Light (co-op)",
   "pitch": "No-PvP option: hold the caravan's lantern camp through a sandstorm night against waves of raiders and beasts.",
   "type": "Co-op PvE horde defence (instanced)",
   "players": "8 per run (2 per position)",
   "levels": "L20–40 (scaled)",
   "schedule": "Any time; 15 min, 10 waves",
   "positions": [
    { "id": "anchor", "name": "Anchor", "side": "players", "job": "Hold the gates and taunt elites.", "active": "Plant Standard — enemies within 6 m target you for 4 s", "passive": "+20% armour near the camp gate" },
    { "id": "striker", "name": "Striker", "side": "players", "job": "Burst down elites and saboteurs.", "active": "Mark Prey — marked target takes +20% damage for 6 s", "passive": "+10% damage to elites" },
    { "id": "mender", "name": "Mender", "side": "players", "job": "Keep everyone and the lantern alive.", "active": "Lantern Ward — the lantern takes no damage for 4 s", "passive": "Heals also restore 2% lantern fuel" },
    { "id": "lamplighter", "name": "Lamplighter", "side": "players", "job": "Refuel watch-fires (light = vision and slow on enemies) and build barricades.", "active": "Kindle — instantly light a watch-fire", "passive": "Barricades you build have +30% durability" }
   ],
   "flow": ["10 waves with an elite every 3rd wave", "Fires burn down and must be refuelled", "Wave 10: a raider commander with two telegraphed abilities"],
   "rewards": "Ember Tokens → consumables, cosmetics; daily first-clear bonus",
   "whyFun": "Same position fantasy without PvP stress; great for new players and alpha testing.",
   "risks": "Smallest risk; reuses Lantern Convoy enemies and the dungeon instance tech.",
   "mvpCost": "low"
  }
 ],
 "recommendation": "MVP / first release: Lantern Rush (small, instanced, 3 clear positions) plus Last Light (co-op, no PvP). First content update: Caravan Run (the signature trade-run fantasy). Later, with guilds: Siege of the Jade Seal.",
 "budget": { "maxEventEnemies": 24, "maxLargeTelegraphs": 3, "note": "Same restraint as the Lantern Convoy; Low keeps every danger outline." }
}
