From df4056123a321c09be672d23df374450bcb228e4 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Thu, 17 Sep 2026 04:49:13 +0200 Subject: [PATCH] Record the fire-control ruling: hits are rolled, not detected Co-Authored-By: Claude Opus 5 --- docs/headless-playground-cut.md | 6 ++++++ docs/three-gates-scope.md | 4 ++++ 2 files changed, 10 insertions(+) diff --git a/docs/headless-playground-cut.md b/docs/headless-playground-cut.md index 3d353c5ff..0e2be62e4 100644 --- a/docs/headless-playground-cut.md +++ b/docs/headless-playground-cut.md @@ -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 diff --git a/docs/three-gates-scope.md b/docs/three-gates-scope.md index 3d85c4f9b..0616e9283 100644 --- a/docs/three-gates-scope.md +++ b/docs/three-gates-scope.md @@ -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.