diff --git a/RAISING-PLAYER-CAP.md b/RAISING-PLAYER-CAP.md index dd4c2f5d..56582a7f 100644 --- a/RAISING-PLAYER-CAP.md +++ b/RAISING-PLAYER-CAP.md @@ -173,12 +173,14 @@ scoreboard. Defer. ### Layer 7 ? Map content (drop zones: a polish item, NOT a blocker) -Most stock maps define ~16 drop zones / start points. +Most stock maps define ~16 drop zones / start points. When there are more 'Mechs than drop zones, +the surplus 'Mechs **are placed on already-occupied spawn points** ? two 'Mechs dropped on the same +spot. That part happens exactly as reading the code suggests. -**This was previously assumed to be the gating task. It is not.** Verified empirically on real -pods: when there are more 'Mechs than drop zones, the surplus 'Mechs **spawn on top of each -other**. They clip and collide for a moment, take some minor damage, then separate and play -normally. It resolves itself within seconds. +What does *not* follow ? and what an earlier draft of this document got wrong ? is the consequence. +The surplus 'Mechs do **not** fail to spawn. They spawn stacked, the **collision system separates +them within a second or two**, they take some minor contact damage in the process, and play +continues normally. Verified on real pods. So a drop-zone shortfall is a **quality-of-experience issue, not a functional failure**. It does not block raising the cap, and it should not gate the schedule. @@ -240,7 +242,8 @@ design suggests none exist, but grep for it. `nLaunchState = 3` forever because `CTCL_CheckServerReady` never sees `nCount == g_nTeslas + 1` and matching lancemates. If you see that, suspect a count mismatch, not a crash. -- **Drop-zone shortfall is benign** ? surplus 'Mechs spawn stacked, bump, take minor damage and - separate. Do not mistake this for a bug, and do not let it gate the work. +- **Drop-zone shortfall is benign** ? 'Mechs really are dropped onto shared spawn points, but the + collision system separates them within seconds for minor contact damage. Do not mistake this for + a bug, and do not let it gate the work. - **Writing 32 into a 5-bit field truncates to 0**, which will look like "max players became unlimited/zero" rather than an overflow.