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
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