Record the fire-control ruling: hits are rolled, not detected
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -643,6 +643,12 @@ These are scenario files only; no code.
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- **Recommend (a).**
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**D. How far combat goes headless.**
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**Ruled (operator, 2026-09-17): none of (a)-(c).** Hit detection goes away entirely, as
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`docs/three-gates-scope.md` "Fire control" already planned: "We wanted to get rid of hit
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detection anyway, remember? Just roll the dice based on weapon stats, targeting system
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stats (new subsystem) and sensor state." Cut 2 is re-mapped as fire control in
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`ServerShared`: a hit is a roll over weapon stats, the stats of a new targeting-system
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subsystem, and sensor state. The playground's `hit` stand-in is not needed.
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- (a) Move damage application, death removal, loot roll and pickup into ServerShared;
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Unity keeps hit detection; the playground's `hit` supplies hits.
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- (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
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against heat and visibility budgets, what each weapon group is for. Player and
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AI share it, so AI accuracy is no longer superhuman by construction.
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**Ruling (operator, 2026-09-17):** hit detection goes away entirely. A hit is a dice
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roll over weapon stats, the stats of a new targeting-system subsystem, and sensor
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state. Fire control is being mapped as Cut 2 of `docs/headless-playground-cut.md`.
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- **Owner:** fire control in `ServerShared`. Decides hit, cell, and damage.
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- **Inputs:** target and selected item, sensor/detection quality, range,
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target deviation from the predicted intercept, lock time.
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