Combat stats round 2 from arena round 1 findings
Round 1 findings: concentrated fleets won all four equal-threat cross-tier matchups flawlessly; glass destroyers beat armored; repair escort beat raw numbers flawlessly; two stations annihilated a 3x threat swarm through 200 m approach fire; team 1 won all three mirror matches (possible sim bias, recorded as action item 6, plus action item 7 for HP-margin logging). Knob changes, deliberately few for clean attribution: concentration tax on m/l gun DPS (railgun_m damage 17 -> 14, railgun_l 70 -> 52), armor_plates 640 -> 1000 HP (~31 HP/threat: killing removes enemy DPS while surviving merely delays, so HP must be cheaper than DPS), repair 25 -> 12 HP per cycle (~1 HP/s per threat: in-combat sustain removes enemy DPS and must be priced like DPS), station range 200 -> 120. Gun ranges untouched; if concentration still wins flawlessly in round 2, the range ladder is the next suspect. Anchors and findings documented in content_design.md; fitted threat values are unaffected by stat changes, so the arena suite counts stay valid. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
@@ -373,3 +373,15 @@ in `requirements.md` and the git history). Still open:
|
||||
one matching deposit tile). Touches REQ-BLD-MINER ("every asteroid
|
||||
tile is equivalent" no longer holds), REQ-GW-ASTEROID-EXPAND /
|
||||
REQ-EXP-*, `world.toml`, and `visuals.toml`.
|
||||
6. **Investigate team-1 bias in balancing arenas.** In arena round 1
|
||||
(July 2026), team 1 won all three mirror matches with large margins
|
||||
(8/20, 3/6, 1/2 survivors). Re-run mirrors repeatedly; if team 1
|
||||
wins consistently, find and fix the asymmetry (spawn geometry, tick
|
||||
processing order, target-selection tie-breaking). Mirror matches
|
||||
must be statistically symmetric or every arena result carries a
|
||||
side-dependent error.
|
||||
7. **Log remaining HP in the balancing arena results.** Win/loss alone
|
||||
hides the margin ("1/1 battleship" can mean 95% or 5% HP left). Add
|
||||
the surviving entities' remaining HP fraction (or a per-team total
|
||||
EHP percentage) to the arena end state, so equal-threat matchups can
|
||||
be tuned toward near-draws quantitatively.
|
||||
|
||||
Reference in New Issue
Block a user