continue first full balancing round
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@@ -1,10 +1,18 @@
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# stations.toml
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#
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# Combat-pass anchors (see docs/content_design.md, "Combat stat anchors"):
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# a fresh player defence station holds one early parity wave unaided; the
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# enemy station at level 0 matches the player station exactly and scales
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# with the push level x. Station scrap drops stay authored (pushing rewards
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# are tuned independently of ship production costs, REQ-RES-SCRAP-DROP).
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[hq]
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surface_mask = [
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"AAA",
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"AAA",
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"AAA",
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]
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hp_formula = "1000"
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hp_formula = "5000"
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[player_station]
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surface_mask = [
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@@ -12,19 +20,19 @@ surface_mask = [
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"SS",
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]
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level = 1
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hp_formula = "300"
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damage_formula = "5"
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range_m_formula = "200"
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hp_formula = "3000"
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damage_formula = "25"
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range_m_formula = "120"
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fire_rate_hz_formula = "1"
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scrap_drop_formula = "10"
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scrap_drop_formula = "40"
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[enemy_station]
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surface_mask = [
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"SS",
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"SS",
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]
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hp_formula = "300 + 150*x"
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damage_formula = "2 + 1*x"
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range_m_formula = "200"
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fire_rate_hz_formula = "1.0 + 0.2*x"
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scrap_drop_formula = "10 + 5*x"
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hp_formula = "3000 + 1500*x"
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damage_formula = "25 + 12*x"
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range_m_formula = "120"
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fire_rate_hz_formula = "1.0 + 0.1*x"
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scrap_drop_formula = "40 + 30*x"
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