From f822047b4ed80d2afd209e23687ef424ece8d9ee Mon Sep 17 00:00:00 2001 From: Malte Langkabel Date: Sat, 4 Jul 2026 07:34:47 +0200 Subject: [PATCH] Combat stats round 3 from arena round 2 margins Round 2 (with the new EHP-margin logging): mirrors healthy and the round-1 side bias was noise; drones-vs-cruisers (10%) and mixed-vs-battlecruisers (14%) near parity; battleship over at +33% while dreadnought under at -37%; glass-vs-armored narrowed to 11% (watch); repair escort fair at 11%; two-to-one decisive; the 3x swarm now cracks the station set at 13%. Round-3 knobs: weapon_stabilizer range multiplier 1.5 -> 1.3 (range is the strongest stat under the orbit AI, and the stabilized battleship was the one loadout still overperforming), plus per-hull HP trims with the 15 HP/threat anchor demoted to a prior and per-hull HP documented as the empirical trim knob: battlecruiser 2700 -> 2500, battleship 7500 -> 7000, dreadnought/carrier 15500 -> 19000. Action items: mirror-bias and EHP-logging items resolved (the latter implemented upstream); new item to verify the arena end condition seen idling in round 1 with all ships dead. Co-Authored-By: Claude Fable 5 Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN --- bin/app/data/config/modules.toml | 2 +- bin/app/data/config/ships.toml | 8 ++++---- docs/content_design.md | 28 +++++++++++++++++++++++++--- docs/progression_design.md | 18 ++++++------------ 4 files changed, 36 insertions(+), 20 deletions(-) diff --git a/bin/app/data/config/modules.toml b/bin/app/data/config/modules.toml index b409dab..016b879 100644 --- a/bin/app/data/config/modules.toml +++ b/bin/app/data/config/modules.toml @@ -222,7 +222,7 @@ fill_color = "#FF4040" glyph = "Ws" [module.weapon] -multiplied_attack_range_m = 1.5 +multiplied_attack_range_m = 1.3 multiplied_attack_rate_hz = 0.8 # ----------------------------------------------------------------------------- diff --git a/bin/app/data/config/ships.toml b/bin/app/data/config/ships.toml index 876f8a0..5e721d8 100644 --- a/bin/app/data/config/ships.toml +++ b/bin/app/data/config/ships.toml @@ -179,7 +179,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}] production_time_seconds = 5 [ship.health] -hp = 2700 +hp = 2500 [ship.movement] speed_mps = 20 @@ -222,7 +222,7 @@ materials = [{item = "battleship_hull", amount = 1}] production_time_seconds = 6 [ship.health] -hp = 7500 +hp = 7000 [ship.movement] speed_mps = 15 @@ -267,7 +267,7 @@ materials = [{item = "dreadnought_hull", amount = 1}] production_time_seconds = 8 [ship.health] -hp = 15500 +hp = 19000 [ship.movement] speed_mps = 10 @@ -308,7 +308,7 @@ materials = [{item = "carrier_hull", amount = 1}] production_time_seconds = 8 [ship.health] -hp = 15500 +hp = 19000 [ship.movement] speed_mps = 10 diff --git a/docs/content_design.md b/docs/content_design.md index 80533df..d6c834e 100644 --- a/docs/content_design.md +++ b/docs/content_design.md @@ -455,8 +455,12 @@ verifies it empirically. Change the anchors first, re-derive stats second. survivability, range, no losses-to-attrition of own DPS) is worth paying for, so bigger guns get less raw DPS per threat. - **Hull HP = 15 per threat of hull contribution** (incl. ship base - time): drone 60, frigate 300, destroyer 550, cruiser 1500, - battlecruiser 2700, battleship 7500, dreadnought/carrier 15500. + time) as the *prior*; per-hull HP is the empirical trim knob for + arena results (guns are shared across many hulls, so gun changes move + many matchups at once — hull HP moves exactly one). Current values + after round-2 trims: drone 60, frigate 300, destroyer 550, + cruiser 1500, battlecruiser 2500, battleship 7000, + dreadnought/carrier 19000. - **Armor HP ≈ 31 per threat** — a strong premium over hull HP (15) because armor is pure HP with no capability, and fights snowball: killing enemies removes their DPS, while surviving merely delays — @@ -482,7 +486,10 @@ verifies it empirically. Change the anchors first, re-derive stats second. - **Weapon modifiers are capital economy:** ×1.2 damage at 22.5 threat beats adding a gun once a ship carries more than ~68 threat of weapons — so modifiers pay off on gun-heavy big hulls and are a waste on small - ones. Kept at ×1.2/×1.2/(×1.5 range, ×0.8 rate) deliberately. + ones. Damage/rate kept at ×1.2; the stabilizer's range multiplier was + cut ×1.5 → ×1.3 after round 2 — range is the strongest stat in the + orbit-AI's hands (free approach fire), and the stabilized battleship + was the one loadout still overperforming. - **Stations:** a fresh player station (3000 HP, 25 dmg × 1 Hz, range 120) holds one early parity wave unaided; the enemy station at level 0 matches it exactly and scales per push level @@ -507,6 +514,21 @@ DPS (17→14, 70→52 damage), armor 640→1000, repair 25→12, station range still win flawlessly in round 2, the range ladder (kiting) is the next suspect, ahead of further DPS cuts. +**Arena round 2 results (2026-07-04, with EHP-margin logging):** the +mirror "bias" was noise — repeated runs split randomly, and winners +finish at 5–7% EHP (near-mutual annihilation, healthy). Drones vs +cruisers 10% and mixed vs battlecruisers 14% — near parity. The two +capital fights diverged: battleship beat frigates at +33% while the +dreadnought lost to destroyers at −37% — same guns, so the difference +is the destroyers carrying the buffed armor plus the battleship's +stabilizer putting all its guns at 75–150 m against 50 m opponents. +Glass vs armored narrowed to 11% (watch; if it persists, armor +1000→1200). Repair escort 11% — fair. Two-to-one decisive at 80%; +station assault cracked by the 3× swarm at 13% (stations strong but +breakable). Round-3 knob changes: stabilizer range ×1.5→×1.3, and +per-hull HP trims — battlecruiser 2700→2500, battleship 7500→7000, +dreadnought/carrier 15500→19000. + ## Balancing targets (first pass, July 2026) The six root numbers for the balancing pass. Every derived value (threat diff --git a/docs/progression_design.md b/docs/progression_design.md index 564f941..e6f755d 100644 --- a/docs/progression_design.md +++ b/docs/progression_design.md @@ -373,15 +373,9 @@ 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. +6. **Verify the balancing arena end condition.** Arena round 1's + station-assault log showed the arena "(running)" with every ship on + both sides destroyed — per REQ-BAL-SIM-END the station-less team + should have lost the moment its last ship died. Round 2 ended + correctly, so it may only be a log-snapshot artifact; confirm, and + fix the end condition if it can genuinely idle in that state.