From 562cdcf2b8b960da6536752a9600b71cc778bca7 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Thu, 17 Sep 2026 04:50:14 +0200 Subject: [PATCH] Record the subsystem-reveal targeting ruling Co-Authored-By: Claude Opus 5 --- docs/three-gates-scope.md | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/docs/three-gates-scope.md b/docs/three-gates-scope.md index 0616e9283..b44b92e2c 100644 --- a/docs/three-gates-scope.md +++ b/docs/three-gates-scope.md @@ -48,6 +48,15 @@ AI share it, so AI accuracy is no longer superhuman by construction. roll over weapon stats, the stats of a new targeting-system subsystem, and sensor state. Fire control is being mapped as Cut 2 of `docs/headless-playground-cut.md`. +**Ruling (operator, 2026-09-17):** the player and the AI can aim for a specific +subsystem once they have gathered enough target data to reveal it. Operator's words: "We +want the player as well as the AI to be able to aim for specific subsystems once it has +gathered enough target data to reveal those subsystems". +- Per-target info gathering already exists: `Entity.EntityInfoGathered`, accumulated + with decay by `Sensor`. One detection threshold makes a target visible. +- Revealing a target's subsystems as that info accumulates does not exist yet. +- Selecting a subsystem to aim for does not exist yet either. + - **Owner:** fire control in `ServerShared`. Decides hit, cell, and damage. - **Inputs:** target and selected item, sensor/detection quality, range, target deviation from the predicted intercept, lock time.