Precision is currently a coin flip between landing exactly on the aimed item and
landing uniformly anywhere on the hull, so aiming at a stern thruster scatters
its misses across the bow. Operator direction: misses should cluster near what
you aimed at, like throwing a dart at the grid -- and aiming should therefore be
a real tradeoff, where a thin limb risks missing the ship entirely and centre
mass is the safe play.
One Gaussian kernel over the hull schematic answers both halves: its on-hull
mass prices the stray into HitProbability, so the risk is legible on the HUD
before the trigger, and its per-cell weights place the hit. One function, so the
probability and the placement cannot drift apart -- Cut 3's named risk was
exactly two functions answering where a shot goes.
Records the rejected draft that clamped a stray dart to the nearest hull cell,
which would have quietly removed the tradeoff, and the two consequences worth
catching early: pOnHull may double-charge with the existing pSpread term, and
every AI gates on this number so they will hold fire more once it lands.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>