continue first full balancing round

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2026-07-08 20:30:45 +02:00
parent 751ef27a7b
commit fcaee000fa
5 changed files with 88 additions and 36 deletions

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@@ -455,14 +455,21 @@ 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.
- **Armor HP ≈ 31 per threat** — a strong premium over hull HP (15)
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-4 trims: drone 60, frigate 300, destroyer 550,
cruiser 1500, battlecruiser 2200, battleship 6300,
dreadnought/carrier 24000. (The capital hulls sit well above the
15/threat prior while their guns sit below the DPS prior — the arena
consistently prices big ships as tanks with taxed guns.)
- **Armor HP ≈ 37 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 —
so a point of HP must be cheaper than a point of DPS.
armor_plates adds 1000 HP at 32 threat (arena round 1: at 640 the
all-guns destroyer beat the armored one).
armor_plates adds 1200 HP at 32 threat (raised from 640 → 1000 →
1200: the all-guns destroyer beat the armored one in three
consecutive arena rounds).
- **TTK check:** a mirror cruiser duel (51 DPS vs 2140 EHP) lasts ~42 s —
inside the 3060 s parity-fight band implied by the 25-ship fleet
target. Capital mirrors run longer (~90 s), deliberately.
@@ -482,7 +489,10 @@ 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 +517,54 @@ 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 4 results (2026-07-04) and convergence policy:** mirrors
at 03%; swarm vs cruisers +7%; glass vs armored resolved at +3% for
armored (armor 1200 confirmed after four rounds of signal). Noise
floor established: the battleship held +23% straight through a 10%
EHP cut, and repair drifted 14→24% with no repair changes — single-run
margins move ~±10% on a re-roll. Policy from here: only act on signals
that persist two rounds; treat anything inside ±20% as converged for
v1 (real-game playtests refine further). Armor-coupling overshoots
corrected in round 5: battlecruiser 2000→2200, dreadnought/carrier
22500→24000 (two-round persistent deficit vs destroyers). **Accepted,
not chased:** the stabilized battleship beats a pure frigate fleet by
~23% — the edge survived a stat cut, so it is mechanical (range), and
"the extreme smallest-ship fleet modestly loses to a range-fitted
capital" is desirable doctrine texture; the fair anti-capital answer
is the mixed fleet, whose arena is balanced.
**Arena round 3 results (2026-07-04, narrow lanes):** arenas were
narrowed (height 10) so fleets can no longer pass each other — arena
geometry is part of the fixture from here on; margins are only
comparable within the same geometry. Results: mirrors healthy (17%);
dreadnought closed to 11%; battleship improved to +22% (still over);
drone swarm now beats cruisers by 14% (full engagement in the narrow
lane favors numbers); mixed vs battlecruisers +18%; glass beat armored
for the third consecutive round (+12%); repair 14%, two-to-one 78%,
station set cracked at 51% by the 3× swarm (geometry changed under the
stations — watch before touching stats). Round-4 knob changes:
armor_plates 1000→1200 (the persistent glass signal; also lifts the
armor-carrying cruiser/BC/destroyer/DN loadouts), battlecruiser hull
2500→2000 (net 300 EHP after its armor gain), battleship 7000→6300
(no armor in its loadout, clean 10%), dreadnought/carrier
19000→22500 (the opposing destroyers gain armor too, so the DN needs
the larger step).
**Arena round 2 results (2026-07-04, with EHP-margin logging):** the
mirror "bias" was noise — repeated runs split randomly, and winners
finish at 57% 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 75150 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