// SITREP [0024]
[DEV]
[2026-04-28-2100]
[KAOS // DV-98]
[NAFOSEC // NC-RIGA]
[RE: INITIATIVE, GEAR, AND THE OODA LOOP]
Over the next several weeks we’ll be layering in greater depth, moving from early placeholder logic to mechanics that reflect actual battlefield conditions. As part of this process, we’re implementing the Engagement Priority (EP) system so turn order is driven by real-world factors. Starting with core attributes (TACQ, COHD, etc.), we will progressively fold in Pathways, Specializations, and tactical factors like visibility, acoustics, and breaching, etc. Enemy stats are part of this evolution.
We are beginning to add penetration logic to helmets and plates. We’re also introducing the first new weapon systems—the sidearm, sniper rifle, and shotgun. While those weapons currently utilize generic magazines and ammo pools, we’ll be replacing those with specific calibers and unique magazine logic in the next two updates. Lastly, the skeletal animations for female operators are being improved.
The EP system replaces the old turn logic by establishing a priority stack. Here is the implementation status of those layers:
Attribute Weighting (Active): The system pulls from core attributes Tactical Aptitude (TACQ) and Cohesion (COHD) to establish the baseline for an operator's position in the turn order.
Planned Overrides: We are working on the logic so the unit that pulls the trigger first—whether through an ambush or a breach—completes their full action before the interleaved turn cycle begins.
Planned Friction: Modifiers for Acoustic Signatures (noise), Visibility (lighting/camo), and SCARs (persistent injuries) are being built to act as real-time weight modifiers that can drag an operator’s priority down.
System Evolution: As we move forward, these layers will be added to the baseline attributes to ensure the environment and doctrine dictate the flow of the fight.