Skip to content

Design: Aim Assist baselines + Impact / Mag / Range bands

Status: Approved (hybrid approach 3) — 2026-10-20
Scope: Close AA catalog refresh + TBD-014 as qualitative band sheets. Float mapping stays a later TBD.
Authority after implement: FS-GUN-001 / 007 / 008 (+ new band section) · GDD aim-assist / modular chapters


  1. Align AA and gun stats with Class → Receiver → Frame → modules (modules never own AA).
  2. Publish a complete Receiver AA baseline table (every Class × Receiver, including three Gatlings).
  3. Close TBD-014 with Impact / Mag / Range relative bands per Receiver × Frame (Class-keyed for Gatling).
  4. Keep cadence numbers already locked in FS-GUN-007; do not reopen RPM / charge / draw here.
  • Numeric float AA or I/M/R sheets
  • Parts writing AA
  • Frames rewriting AA or Fire Mode
  • Demo Mod UI
  • Bipod kits (none in Year-1)
Owner Data key Owns
Receiver DA_TFA_GunReceiver = Class × Receiver Fire Mode, CadenceUnit, DefaultBurst, AA Mag / Stick / Rot / Strafe, ReticleFamily, Stance
Frame DA_TFA_GunFrame = Receiver × Frame, or Class × Receiver × Frame if Gatling Cadence number, recoil pattern, Impact / Mag / Range band bias
Parts Class × Receiver × Socket × Variant Non-AA dials only (Range, Mag size, Optic ADS, Stock Stability/Sway/Kickback, Grip handling, …)

Hard rules

  • Parts never write Rotation / Strafing / Magnetism / Stickiness.
  • Frames never rewrite Receiver AA baselines or Fire Mode.
  • Sniper long-range Optics do not change AA baseline (Optic deltas ADS acquisition / zoom / initial accuracy only).
  • Ladder zeroes affix deltas; gunfeel baseline stays.

Band enum (Year-1): Low · Mid · Mid-High · High · Very High
Optional qualifier: High (short) / Low (past mid) for Shotgun Magnetism only.


Canonical table for FS-GUN-008. Order: Mag / Stick / Rot / Strafe.

Class Receiver Fire Mode Unit AA Mag AA Stick AA Rot AA Strafe Stance / notes
Rifle Auto FullAuto RPM Mid Mid Mid Mid Classic assault
Rifle Pulse Burst RPM + burst Mid-High High Mid Mid DefaultBurst = 3
Rifle Scout Semi RPM High Mid Low Low Precision mid-lane
Rifle SMG FullAuto RPM Low High High High Close sticky hip
Rifle Sniper Semi RPM Very High Low Low Low ADS long-lane; subclass Optics
Rifle Gatling FullAuto RPM Mid High Mid Mid 1H allowed
Hand Cannon Hand Cannon Semi RPM Mid Mid Mid Mid Brace
Sidearm Sidearm Semi* RPM Low High High High *Rapid-Fire cores FullAuto
Shotgun Shotgun Pump* RPM High (short) Mid Mid Mid Mag Low past mid; *RF FullAuto
Machine Gun Machine Gun FullAuto RPM Mid High Low Low LMG; Stock
Machine Gun Gatling FullAuto RPM Mid High Low Low 1H allowed; LMG rotor
Heavy Gun Heavy Gun FullAuto RPM Mid Mid Very Low Very Low Handheld2H
Heavy Gun Gatling FullAuto RPM Low High Very Low Very Low Handheld2H only
Grenade Launcher Grenade Launcher SingleShot RPM Mid Low Mid Low Arc
Rocket Rocket SingleShot RPM High Very Low Low Low Lock language
Bow Bow Draw draw ms High† Low† Mid Low †High Mag at full draw; Low while drawing
Crossbow Crossbow Draw‡ draw ms Mid-High Mid Mid Mid ‡Repeating Frame → Semi
Directed Energy Fusion Charge charge ms Mid§ High§ Mid Mid §Mid Mag while charging; High Stick on release
Directed Energy Linear Fusion Charge charge ms Very High Low Low Low Precision bolt
Directed Energy Trace Beam RPM beam Mid High Mid Mid No charge; continuous Cell

5. Impact / Mag / Range bands — closes TBD-014

Section titled “5. Impact / Mag / Range bands — closes TBD-014”

Triple format: Impact / Mag / Range
Empty cell = Frame not in that Receiver’s core pool (matches cadence G5 emptiness).

Receiver Adaptive Aggressive Precision Rapid-Fire Lightweight High-Impact
Auto Mid / Mid / Mid — Mid-High / Low / High Low / High / Mid Low / Mid / Mid-High High / Low / Mid
Pulse — — — Mid / High / Mid Mid / Mid / Mid-High High / Low / Mid
Scout Mid-High / Mid / High High / Low / Mid-High High / Low / Very High Mid / High / High Mid / Mid / High Very High / Very Low / High
Hand Cannon High / Low / Mid High / Very Low / Mid Mid-High / Low / Mid-High — — —
SMG Low / High / Low — Mid / Mid / Mid — Very Low / Very High / Low —
Sidearm Low / Mid / Low — Mid / Low / Mid Low / High / Low Low / Mid-High / Low —
Shotgun — Very High / Low / Very Low High / Low / Low Mid / High / Low Mid / Mid / Low —
Sniper High / Low / Very High Very High / Very Low / Very High — Mid / Mid / High — —
Fusion Mid / Mid / Mid Mid-High / Low / Mid High / Low / Mid-High Low / High / Mid — Very High / Very Low / Mid
Linear Fusion — — Very High / Very Low / Very High — — —
Trace Mid / High / Mid — — — — —
Grenade Launcher Mid / Mid / Mid — High / Low / Mid-High Low / High / Mid Mid / Mid / Mid-High —
Rocket Very High / Very Low / Mid High / Low / Mid Very High / Very Low / High — — Very High / Very Low / Mid-High
Machine Gun Mid / High / Mid Mid / Very High / Mid — Low / Very High / Mid — High / Mid / Mid
Bow — — — — Mid / Mid / Mid —
Crossbow — — High / Low / Mid-High — Mid / Mid / Mid High / Very Low / Mid
Heavy Gun High / High / Mid High / Very High / Mid Very High / Mid / Mid-High — — Very High / Mid / Mid
Gatling (Rifle) Mid / Mid / Mid Mid / High / Mid — Low / High / Mid — High / Low / Mid
Gatling (Machine Gun) Mid / High / Mid Mid / Very High / Mid — Low / Very High / Mid — High / Mid / Mid
Gatling (Heavy Gun) High / High / Mid High / Very High / Mid — Mid / Very High / Mid — Very High / Mid / Mid
Class × Receiver Frame Impact / Mag / Range
Rifle × Auto Support Frame Low / Mid / Mid
Rifle × Pulse Heavy Burst (2) High / Low / Mid
Rifle × Pulse Adaptive Burst (3) Mid / Mid / Mid
Rifle × Pulse Aggressive Burst (4) Mid-High / Mid / Mid
Rifle × Pulse Rocket-Assisted Pulse High / Low / Mid-High
Hand Cannon × HC Spread Shot HC Mid / Low / Low
Hand Cannon × HC Heavy Burst HC High / Low / Mid
Sidearm × Sidearm Rocket-Assisted Sidearm High / Low / Mid
Sidearm × Sidearm Heavy Burst Sidearm Mid-High / Low / Mid
Sidearm × Sidearm Adaptive Burst Sidearm Mid / Mid / Low
Shotgun × Shotgun Pinpoint Slug Frame High / Low / Mid
Rifle × Sniper Disruption Frame Mid-High / Low / Very High
DE × Fusion Aggressive Fusion (Line Burst) High / Low / Mid
DE × Linear Fusion Adaptive Burst Linear High / Low / High
GL × GL Compressed Wave Frame Mid-High / Low / Mid
GL × GL Wave Frame Mid / Mid / Mid
GL × GL Double Fire Frame Mid / Mid-High / Mid
GL × GL Micro-Missile Frame Mid / High / Mid-High
GL × GL Area Denial Frame Mid / High / Low
Rocket × Rocket Precision Tracking Rocket Very High / Very Low / High
Bow × Bow Lightweight Bow (Recurve) Mid / Mid / Mid
Bow × Bow Precision Bow (Compound) High / Low / Mid-High
Bow × Bow High-Impact Longbow Very High / Very Low / High
Crossbow × Crossbow Lightweight Crossbow Mid / Mid / Mid
Crossbow × Crossbow Precision Crossbow High / Low / Mid-High
Crossbow × Crossbow High-Impact Crossbow Very High / Very Low / Mid
Crossbow × Crossbow Repeating Crossbow Mid / High / Mid
Heavy Gun × Heavy Heavy Burst High / Mid / Mid
Heavy Gun × Heavy Heavy Sustained Mid-High / Very High / Mid
Gatling (any Class) Spin-Up Mid / High / Mid (Class Mag band follows that Class’s Gatling Adaptive Mag tier)
Machine Gun × MG Rotor Sustained Mid / Very High / Mid
Heavy Gun × Gatling (use Spin-Up + Heavy Gatling Rapid-Fire cap) High / Very High / Mid

Within one Class × Receiver, two Frame rows must not share an identical Impact / Mag / Range triple and an identical cadence string. Cadence uniqueness remains primary (FS-GUN-007); I/M/R uniqueness is a secondary readability check.


Stat plate (gun):

  1. Class · Receiver (Type) · Fire Mode · Frame · cadence string
  2. AA baselines (from Receiver) — display optional / Demo Mod
  3. Impact / Mag / Range (Frame band ± part deltas)
  4. Other part-driven dials (Bloom, Recoil magnitude, …)

Runtime AA = Receiver baseline × Stability→magnetism degradation (Frame may bias degradation rate only) × stance / ADS state modifiers (Bow draw, Fusion charge phase) — never × Optic rarity for Mag/Stick/Rot/Strafe.


7. Implementation targets (after this spec is reviewed)

Section titled “7. Implementation targets (after this spec is reviewed)”
  1. Patch FS-GUN-008 AA table to match §4 (order Mag/Stick/Rot/Strafe explicit).
  2. Add FS-GUN-009 (or extend FS-GUN-007) with §5 I/M/R tables; mark TBD-014 Done.
  3. Sync GDD aim-assist / dual-armory prose + ownership callouts.
  4. Rebuild FS HTML.
  5. Optional: CSV stubs for DA_TFA_GunReceiver / DA_TFA_GunFrame band columns.
ID Topic
TBD-AA-FLOAT Map band enum → engine floats for Mag/Stick/Rot/Strafe
TBD-IMR-FLOAT Map Impact / Mag bands → numeric frame kit values. Range half closed by FS-GUN-011 (docs/inventory/weapon-range-falloff.md) — do not re-open Range under this TBD

  • Spec coverage: AA catalog + I/M/R for cores + specialties + ownership + TBD-014 close
  • No TBD inside locked band tables (floats deferred to named follow-ons)
  • Consistent with Class × Receiver × Frame / Sniper optic subclass / no bipod / three Gatlings
  • Cadence not reopened

Design approach approved in chat 2026-10-20 (hybrid / option 3).

Spec approved in chat 2026-10-20. Implemented into FS-GUN-008 / FS-GUN-009 + GDD ownership prose + TBD-014 Done.