docs(runicnpc): stage 5 spike, measured, and D263–D266 #310

Merged
whitlocktech merged 2 commits from docs/runicnpc-stage5-spike into main 2026-10-01 08:17:14 +00:00

2 Commits

Author SHA1 Message Date
7dade6cce1 docs(runicnpc): stage 5 decisions D263-D266
The org lead's answers to the spike's four open questions (2026-10-01):
D263 a fight with Rust's scientists stays one-sided and our NPCs never
go hunting into monuments; D264 `turrets: always` adds Outpost's and
Bandit Camp's sentries; D265 the main weapon's ammunition is endless, as
in Rust; D266 fire burns as it does in Rust, allies included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-10-01 03:05:42 -05:00
ae0b8753bb docs(runicnpc): stage 5 spike, measured (D231, D253)
What the stage 5 spike measured on both rigs, written into the stage 5
section of runicnpc/PLAN.md: why an NPC's bullets never hurt an NPC (Rust
skips the hit unless the victim's faction is Horror) and the per-shot
mark that fixes it; what our own sensing costs against stage 1's; what
Rust's turrets, its AI and TruePVE or NextGenPVE do with our NPC; and
four questions the answers leave for the org lead.

Stage 1's row on fighting NPCs is corrected: its "cover and facing states
win" was not the cause.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-10-01 01:02:16 -05:00