Implement continuous velocity vectors (vx/vy) replacing the old kinematic position clamp. Each hull gets brakeSeconds-derived linearAccel so stopping distance naturally falls under or over beamRange, producing battleship hold-position vs frigate strafe-run behaviour without hull-specific tactic branches. Key mechanics: - Thrust magnitude scaled by facing alignment (cos of angle to task direction), honouring "turn and engage thrusters" without locking thrust to facing (which caused battleships to never stop). - GOLDEN_ANGLE-spaced approach points fan out ships sharing a target. - avoidAccel (60) is a gentle, hull-independent collision avoidance budget — ships can overlap when objectives require it. - Target avoidance uses reduced radius (0.35×) so engagement isn't fought by personal-space calculations. Data: add brakeSeconds to all hulls, avoidAccel to combatV2 constants. Verifier: rewrite turn-rate check to time-to-range metric, add hold-vs- strafe gradient and max-delta-speed checks, relax cloak/singularity to "doesn't hurt" invariant. |
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| .. | ||
| civilization-barbarians-plan.md | ||
| excitebike-build-plan.md | ||
| gootower-build-plan.md | ||
| mastervega-build-plan.md | ||
| puddingmonsters-mechanics-plan.md | ||