Arena round 6: revert railgun_m damage, correct playtest record

Arena re-run after the playtest-1 adjustments:

- spam-cruiser arena landed at par (default +9%) - the range buff alone
  priced out the small-gun-spam meta, so revert railgun_m damage 16 -> 14
  (range stays 80). The buff had regressed drone-swarm-vs-cruisers to
  +47%, largely via a hit-count breakpoint (60 HP drone: 5 hits at
  14 dmg, 4 at 16).
- battleship +30% / dreadnought +29% vs pure railgun_s fleets accepted
  as reach-doctrine texture (the l gun's 130 m standoff working as
  intended); repair kept at 4 HP/s (below par in-fight is the correct
  price for free between-wave sustain).

Also corrects the playtest-1 record: it was two FULL playthroughs won in
~40 min each with cruisers only (not two pushes) - a 2.5-3x run-length
gap. Pacing knobs deliberately deferred to playtest 2, since those runs
predate the repair nerf and the l-gun siege range.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
2026-07-06 22:10:06 +02:00
parent f8028a6ca2
commit a93f7c3897
4 changed files with 54 additions and 14 deletions

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@@ -56,8 +56,11 @@ production_time_seconds = 3
fill_color = "#FF8040"
glyph = "Rm"
# damage 14 keeps a 60 HP drone at 5 hits — 15+ crosses a breakpoint that
# silently adds ~25% effective DPS vs drones (docs/balancing/history.md,
# round 6).
[module.weapon]
damage = 16
damage = 14
attack_range_m = 80
attack_rate_hz = 1.5

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@@ -21,11 +21,12 @@ REQ-* ids in [../requirements.md](../requirements.md).
First full balancing round complete (2026-07-06): targets → tree →
numbers → threat-calculator parity → combat stats (arena-converged) →
pacing. Playtesting in progress: playtest 1 (first two pushes) found the
railgun_s-spam-cruiser meta and confirmed repair as overpowered — combat
stats adjusted, see `history.md`. Next: re-run the arena suite against
the adjustments, then continue playtests against the run-shape targets
in `targets.md`.
pacing. Playtesting in progress: playtest 1 (two full ~40-min wins,
cruisers only) found the railgun_s-spam-cruiser meta, confirmed repair
as overpowered, and exposed a 2.53× run-length gap; combat stats
adjusted and re-checked in arena round 6 (see `history.md`). Next:
playtest 2 with the new stats — pacing knobs (station scaling, threat
rate, win pacing) wait for its result.
## Open action items

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@@ -98,10 +98,12 @@ geometry-validated against the hull grids)
see `history.md`)
**Weapons:** railgun_s 2 dmg × 2.0 Hz (4.0 DPS), range 50 m;
railgun_m 16 × 1.5 (24), range 80; railgun_l 52 × 0.8 (41.6), range 130.
DPS per threat: s 0.62, m 0.55, l 0.41 — the concentration tax softened
after playtest 1 so the ladder reads "pay some DPS efficiency for reach";
railgun_l deliberately outranges stations (120 m) to buy the siege role.
railgun_m 14 × 1.5 (21), range 80; railgun_l 52 × 0.8 (41.6), range 130.
DPS per threat: s 0.62, m 0.48, l 0.41 — the concentration tax stands;
reach is the bigger guns' compensation (ranges raised after playtest 1,
which alone priced out the small-gun-spam meta). railgun_l deliberately
outranges stations (120 m) to buy the siege role. railgun_m damage is
breakpoint-sensitive: 15+ drops a 60 HP drone from 5 hits to 4.
**Hull HP** (15/threat prior + empirical trims): drone 60, frigate 300,
destroyer 550, cruiser 1500, battlecruiser 2400, battleship 6300,

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@@ -95,11 +95,14 @@ range 200).
- **First full balancing round complete.** Next: full-game playtests
against the run-shape targets.
## 2026-07-06 — playtest 1 (first two pushes)
## 2026-07-06 — playtest 1 (two full playthroughs)
First real run: two enemy stations destroyed in ~40 min game time
(~80 min real time with heavy build-pausing) — roughly on pace for the
≤2 h game-time target, so pacing untouched.
Two complete runs, WON in ~40 min each with cruiser fleets only — never
needing capitals. (Initially misread as "two pushes in 40 min, pacing on
target"; corrected in round 6.) That is roughly cycle 8 against the
win-cycle target of 2024: a 2.53× pacing gap. Pacing knobs deliberately
untouched this round — the runs rode 9 HP/s repair and stations nothing
outranged, both nerfed below; playtest 2 measures the remaining gap.
- **Meta finding: cruisers filled with 12× railgun_s dominate.** Predicted
by the numbers in hindsight: the concentration tax makes railgun_s the
@@ -125,3 +128,34 @@ First real run: two enemy stations destroyed in ~40 min game time
- **Open:** re-run the arena suite to check the range/damage changes
against the round 15 results; next playtest should verify big guns now
feel worth climbing to and repair is merely good.
## 2026-07-06 — arena round 6 (checking the playtest-1 adjustments)
Mirrors healthy (58% margins, durations 24/66/91 s). Results:
- **Spam-cruiser arena: default cruisers +9% — the meta is priced out**,
and the range buff alone did the work.
- **Regression: drone swarm vs cruisers +47% for cruisers** (was +14%
swarm in round 3). Besides the wider range gap, the damage buff crossed
a breakpoint: 14 dmg kills a 60 HP drone in 5 hits, 16 in 4 — a hidden
~25% effective-DPS gain vs drones. Change: **railgun_m damage 16→14**
(range stays 80); the tax stands, reach is the compensation.
- Battleship +30% and dreadnought +29% vs pure railgun_s fleets:
**accepted as reach-doctrine texture** (BS was already accepted at
+23%) — the l gun's 130 m standoff is exactly what the range buff
bought; the counter is your own reach or 2:1 numbers, not equal-threat
small guns. Watch, don't tune.
- Repair escort flipped to raw +16%: **kept at 4 HP/s deliberately**
the arena cannot price the free between-wave top-offs, so slightly
below par in-fight is the correct price for a module whose run-value
includes them. Playtest 2 decides; 6 is the fallback if repair feels
dead.
- Station assault: the 3× swarm cracked the fortified position keeping
45% EHP. No knob this round touched it; together with playtest 1's
trivially easy pushes it flags **station strength as the first pacing
lever** for the next pass.
**Pacing deferred:** playtest 1's 40-min wins predate the repair nerf
and the l-gun siege range. If playtest 2 still wins by ~cycle 10, the
levers are enemy station scaling (`3000 + 1500*x` likely too shallow),
the threat rate, and possibly `artifact_win_count`.