Make RustRaptor the repository root and track its playable bundle
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# Shipped weapon prices and balance
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The three independent weapon mods use the original game's credit scale. Their
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initial example prices of 6,500, 14,000 and 22,000 made reusable upgrades cheaper
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than much weaker original equipment. The revised prices preserve their firing,
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damage, scripts, sounds and artwork.
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| Mod weapon | Price | Place in the original progression |
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| --- | ---: | --- |
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| Pulse Cannon | 185,000 | Just above the 175,600-credit Micro Missile primary upgrade. It adds similar sustained damage and also adds a spread burst every third volley. |
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| Seeker Swarm | 285,000 | Above the 250,650-credit Mini Gun. Its three missiles track air and ground enemies and hits fragment into at most two nearby enemies. It remains below the 512,850-credit instant Turret. |
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| Ion Lance | 425,000 | Below the Turret and the 950,000-credit Death Ray. Its lower damage per target trades against immediate hits and the ability to pierce several enemies in one column. |
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Pulse Cannon is always equipped and fires alongside other primary guns. Seeker
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Swarm and Ion Lance occupy the selected special slot and fire with Fire or
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Special while selected. All three are reusable, consume no ammunition and have
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a maximum inventory count of one. Each equipment definition includes a shop
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description stating these controls and its target behavior.
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## Controlled damage observations
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The local benchmark loads the original asset catalog and original registered
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weapons, plus all six shipped weapon/enemy packages. Every weapon runs through
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the real `World::step` simulation and real scripts at difficulty 2. Each scene
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holds Fire for 700 steps, exactly 30 seconds at 70/3 Hz, against 32×32 fixtures
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with 1,000,000 health. The pilot remains at the initial position with no other
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weapons equipped. Ground fixtures use a test-only movement callback to cancel
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the normal one-pixel terrain scroll after each collision pass.
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The numbers below include travel delay and misses during that 30-second window.
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They measure health lost per second, rather than nominal damage divided by
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cooldown.
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| Weapon | Price | Aligned air damage/s | Aligned ground damage/s | Air target 76 pixels to the right damage/s |
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| --- | ---: | ---: | ---: | ---: |
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| Original Forward Guns | 12,000 | 23.13 | 23.13 | 0 |
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| Original Plasma Guns | 78,800 | 4.67 | 0 | 0 |
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| Original Micro Missile | 175,600 | 23.07 | 23.07 | 0 |
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| Original Mini Gun | 250,650 | 12.57 | 12.57 | 16.27 |
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| Original Turret | 512,850 | 19.50 | 0 | 19.50 |
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| Original Pulse Cannon | 725,000 | 38.50 | 38.50 | 0 |
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| Original Death Ray | 950,000 | 80.00 | 80.00 | 0 |
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| Original Forward Laser | 1,750,000 | 266.67 | 266.67 | 0 |
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| Mod Pulse Cannon | 185,000 | 24.00 | 24.00 | 0 |
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| Seeker Swarm | 285,000 | 23.40 | 23.40 | 23.40 |
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| Ion Lance | 425,000 | 26.67 | 26.67 | 0 |
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The original forward laser's native beam damage pass reaches ground enemies
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despite its historical air target metadata; the observations use its actual
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behavior. The original turret selects airborne enemies. Original weapons retain
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their native update and collision paths throughout this comparison.
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Equipping Pulse Cannon with the starter Forward Guns produced 46.33 damage/s
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against either aligned target, compared with 46.20 for Forward Guns plus Micro
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Missile. Pulse therefore belongs beside that original primary upgrade, rather
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than below the 12,000-credit starter guns. Scripted angled shots also reached a
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second target in the cluster scene.
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Seeker Swarm delivered 23.40 damage/s to an offset airborne or ground target.
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In a tight three-enemy cluster, it delivered 23.40 to the primary target plus
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7.80 to each of two neighbors: 39.00 combined. Its fragmentation is bounded;
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it does not damage every enemy on screen.
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Ion Lance delivered 26.67 damage/s to each of two vertically separated targets
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in the same column: 53.33 combined. It delivered 80.00 combined across three
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overlapping column targets. It dealt zero damage to targets outside its launch
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column. It is a brief aimed beam, rather than a screen-wide attack.
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## Economy and limits
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Controlled first-mission runs starting with 100 energy and zero credits earned
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42,775 credits at difficulty 1 and 59,025 at difficulty 2 with starter guns.
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The in-game registration flow starts with 10,000 credits and 75 energy, matching
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the original hangar setup. Compared with the latter controlled gross
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reward, these prices represent approximately 3.13, 4.83 and 7.20 such payouts.
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Repairs and other purchases increase the saving time; later missions have
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different rewards. This comparison sets a progression tier and does not promise
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an exact purchase mission.
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Stationary fixtures favor perfect alignment and long-lived targets. They do
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not establish equal campaign difficulty, measure moving-target accuracy,
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account for overkill against weak enemies or quantify projectile travel time
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against fast enemies. The benchmark also isolates weapons; real pilots can
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combine several primaries with one selected special. These prices are concrete
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initial balance choices, not an assertion that every loadout is equally strong.
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Iron Coast Mission 1 intentionally supplies a free Pulse Cannon loan if the
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pilot does not already own one. The mission returns the loan at its end while
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preserving previously owned equipment. The trial therefore helps this mission
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without granting a permanent shop upgrade or a repeatable resale reward.
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## Reproduce
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Run the local-only test from the repository root with the original catalog:
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```sh
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RAPTOR_BALANCE_REPORT="$PWD/.reference/weapon-balance.json" \
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cargo test --release --manifest-path RustRaptor/Cargo.toml \
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--no-default-features --test weapon_balance -- --ignored --nocapture
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```
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`RAPTOR_TEST_DATA` can override the catalog directory. The optional JSON report
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records all 96 observations: fifteen weapons in six scenes, plus the three
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primary upgrades combined with Forward Guns against air and ground. Assertions
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check all-target homing, column piercing, off-axis beam misses, target survival
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and unchanged pilot shields. The test uses the Rust engine without SDL or C++.
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Original data and locally written reference reports stay outside Git.
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