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Combat ​

There is no manual shooting in BBox: Kingpin. When two hostiles meet, the simulation scores the situation for each of them and they decide for themselves whether to fight, flee, surrender, or make an arrest. Your job is the setup: who you send, on whose turf it happens, and who outnumbers whom. The AI plays out the fight.

NOTE

You do not hand-pick a pawn's weapon yet. A pawn fights with what it carries, and weapon quality is one factor in the scoring below. Player-controlled loadout is a planned extension, not a current feature.

A fight playing out on the map between hostile crews.

Combat resolves on its own: when hostiles meet, each one scores fight, flee, surrender, or arrest and acts. You set up who is there and where; the AI plays it out.

Who is hostile ​

Hostility is faction-based. Each faction declares which other factions it is hostile to. Two pawns are enemies if their factions are marked hostile to each other, not because of a hand-listed pair of types. This makes new factions (including modded ones) slot into combat automatically.

The decision, not a script ​

Combat choices are ordinary GOAP goals (FIGHT, FLEE, SURRENDER, ARREST_SUSPECT) gated by weight calculators. A sensor does the measuring and writes numeric engagement scores; GOAP makes the call.

StepWhat happens
1A sensor scans for nearby hostiles.
2For each threat, it scores Fight, Flee, Surrender, and Arrest.
3Those scores are written to the pawn as properties.
4Each combat goal's weight calculator reads its score; the highest effective priority wins.
5With no threat nearby, all scores are 0, so combat goals stay at priority 0 and never fire.
GoalBase priorityDriven by scoreAvailable to
FIGHT(high)EngageFightCrew, rivals, police
FLEE12.0EngageFleeCrew, rivals
SURRENDER13.0EngageSurrenderCrew
ARREST_SUSPECT13.0EngageArrestPolice

NOTE

A pawn only surrenders when it is actually being arrested. The surrender goal can score highest, but the give-up action requires a cop to be arresting the pawn, so a cornered pawn with no cop present fights or flees instead.

What goes into the score ​

The engagement score weighs the pawn's capability against the threat, the distance, and the balance of numbers. Capability is a weighted blend of traits and equipment:

FactorExample weightEffect
Weapon quality0.30Better guns hit harder and raise Fight
Combat skill0.25Skilled fighters favor and win fights
Aggression0.15Aggressive pawns lean toward Fight over Flee
Strength0.10Raw physical capability

These weights are config values per entity type, so mods can define a "glass cannon" or a "coward with a shotgun" by changing the blend. A high-skill, aggressive, well-armed pawn can realistically take on several weak enemies; a low-skill pawn reads the same situation as a reason to run.

Morale ​

A fight is not only the opening math. Morale shifts during the exchange and can turn a fight into a rout:

Morale factorEffect
Starting moraleWhere the pawn begins
Ally killedA penalty each time a friend goes down nearby
OutnumberedA per-tick penalty once the enemy ratio passes a threshold
Rout thresholdWhen morale falls below this, the pawn breaks and flees

The outnumbered penalty scales with how lopsided the fight is, so three-on-one grinds morale down faster than two-on-one. This is why bringing numbers matters more than any single strong pawn.

Arrests ​

Arrest is a cooperative chain between a cop and a target, not a single action:

Stage (police)Meaning
ApproachClose on the chosen suspect
ApprehendConfirm in range
CuffWait for the suspect to give up, then complete the arrest

To avoid flickering between "fight" and "arrest" when scores are close, a cop that has committed to an arrest locks onto that target and stays on it until the target is cuffed, escapes for good, or the cop is taken out. Likewise, once a pawn is marked as being arrested, that state sticks until the arrest resolves, so a pawn cannot wriggle back into a fight mid-arrest. A pawn that has surrendered or been arrested is skipped by the combat sensor entirely, so it will not suddenly re-enter combat.

Arrests are not a game over. They are a decision: let the member serve, pay to bail them out, keep a contact on retainer to hear about it early, or use the prison itself to remove a rival quietly. These player options are covered under the Economy and Betrayal systems.

Trait feedback ​

Combat feeds back into traits. Fighting raises Aggression, Stress, and trauma over time and can lower Empathy. Surrender is psychologically costly. Surviving raids builds (or breaks) Courage. Over many fights a pawn's personality visibly hardens, which then changes how they read the next fight.

Modding ​

Combat is config-driven: capability weights, base damage, morale thresholds, and the outnumbered penalty all live in an engagement config, and hostility lives in a faction matrix. See Modding: economy and tuning and Entities & Identities.

Community documentation for BBox: Kingpin.