Combat stats round 4 from arena round 3 margins

Round 3 (narrow lanes; arena geometry is part of the fixture from
here): dreadnought closed to -11%, battleship improved to +22%, the
drone swarm flipped to +14% over cruisers under full engagement, glass
beat armored for the third consecutive round, mirrors/repair/
two-to-one healthy, stations cracked at 51% by the 3x swarm under the
new geometry (watch, not touched).

Round-4 knobs: armor_plates 1000 -> 1200 (~37 HP/threat; persistent
glass signal, also lifts armor-carrying cruiser/BC/destroyer/DN
loadouts), battlecruiser hull 2500 -> 2000 (net -300 EHP after its
armor gain), battleship 7000 -> 6300 (loadout has no armor, clean
-10%), dreadnought/carrier 19000 -> 22500 (opposing destroyers gain
armor too, so the larger step). Anchors doc notes the emerging shape:
the arena prices capitals as tanks with taxed guns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
2026-07-04 07:50:50 +02:00
parent 7a9a7a35ad
commit 67054f432f
3 changed files with 31 additions and 11 deletions

View File

@@ -158,7 +158,7 @@ fill_color = "#808080"
glyph = "A"
[module.health]
added_hp = 1000
added_hp = 1200
[[module]]

View File

@@ -179,7 +179,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}]
production_time_seconds = 5
[ship.health]
hp = 2500
hp = 2000
[ship.movement]
speed_mps = 20
@@ -222,7 +222,7 @@ materials = [{item = "battleship_hull", amount = 1}]
production_time_seconds = 6
[ship.health]
hp = 7000
hp = 6300
[ship.movement]
speed_mps = 15
@@ -267,7 +267,7 @@ materials = [{item = "dreadnought_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 19000
hp = 22500
[ship.movement]
speed_mps = 10
@@ -308,7 +308,7 @@ materials = [{item = "carrier_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 19000
hp = 22500
[ship.movement]
speed_mps = 10