Record the fire-control ruling: hits are rolled, not detected

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-17 04:49:13 +02:00
commit df4056123a
2 changed files with 10 additions and 0 deletions

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@ -643,6 +643,12 @@ These are scenario files only; no code.
- **Recommend (a).**
**D. How far combat goes headless.**
**Ruled (operator, 2026-09-17): none of (a)-(c).** Hit detection goes away entirely, as
`docs/three-gates-scope.md` "Fire control" already planned: "We wanted to get rid of hit
detection anyway, remember? Just roll the dice based on weapon stats, targeting system
stats (new subsystem) and sensor state." Cut 2 is re-mapped as fire control in
`ServerShared`: a hit is a roll over weapon stats, the stats of a new targeting-system
subsystem, and sensor state. The playground's `hit` stand-in is not needed.
- (a) Move damage application, death removal, loot roll and pickup into ServerShared;
Unity keeps hit detection; the playground's `hit` supplies hits.
- (b) (a) plus headless ballistics. That is a projectile simulation Unity would have to

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@ -44,6 +44,10 @@ skill from aim to decisions: which subsystem to hit, when to commit fire
against heat and visibility budgets, what each weapon group is for. Player and
AI share it, so AI accuracy is no longer superhuman by construction.
**Ruling (operator, 2026-09-17):** hit detection goes away entirely. A hit is a dice
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`.
- **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.