11 Commits

5 changed files with 10 additions and 137 deletions

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@@ -56,12 +56,9 @@ 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 = 14
attack_range_m = 80
attack_range_m = 70
attack_rate_hz = 1.5
@@ -78,12 +75,9 @@ production_time_seconds = 4
fill_color = "#FF8040"
glyph = "Rl"
# attack_range_m 130 deliberately exceeds the station range of 120
# (stations.toml) — the l gun is the only weapon that can besiege stations
# without tanking their fire (docs/balancing/history.md, playtest 1).
[module.weapon]
damage = 52
attack_range_m = 130
attack_range_m = 100
attack_rate_hz = 0.8
# -----------------------------------------------------------------------------
@@ -116,7 +110,7 @@ glyph = "Rp"
[module.repair]
repair_rate_hz = 1
repair_amount_hp = 4
repair_amount_hp = 9
repair_range_m = 80
# -----------------------------------------------------------------------------

View File

@@ -4,8 +4,7 @@
# using the verified fitted threat values from tools/threat_report.py:
# drone 10.5, frigate 47, destroyer 99, cruiser 233.5,
# battlecruiser 354.5, battleship 722.5, dreadnought 1491.5,
# carrier 1436.5, glass destroyer (8 small guns) 92, repair drone 17,
# railgun_s-spam cruiser (12 small guns) 178.
# carrier 1436.5, glass destroyer (8 small guns) 92, repair drone 17.
# Module arrays mirror the ships' default_modules loadouts unless a
# doctrine variant is the point of the arena.
#
@@ -349,50 +348,6 @@ enemy_buffer_width_tiles = 10
{type = "railgun_s", x = 4, y = 1, rotation = "east"},
]
[[arena]]
name = "Railgun_s-spam cruisers vs default cruisers (1424 vs 1401)"
# Tracks the playtest-1 meta: cruiser hulls filled with 12 small guns
# (max DPS/threat, no armor, range 50) against the default m-gun fit.
# The concentration tax means the spam side SHOULD win a brawl somewhat;
# this arena bounds its margin — a blowout here means the small-gun
# premium or the m-gun range edge needs retuning.
height_tiles = 10
player_buffer_width_tiles = 10
contest_zone_width_tiles = 50
enemy_buffer_width_tiles = 10
[[arena.team]]
name = "Spam"
[[arena.team.ship]]
schematic = "cruiser"
count = 8
modules = [
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
{type = "railgun_s", x = 2, y = 0, rotation = "east"},
{type = "railgun_s", x = 0, y = 1, rotation = "east"},
{type = "railgun_s", x = 1, y = 1, rotation = "east"},
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
{type = "railgun_s", x = 3, y = 1, rotation = "east"},
{type = "railgun_s", x = 0, y = 2, rotation = "east"},
{type = "railgun_s", x = 1, y = 2, rotation = "east"},
{type = "railgun_s", x = 2, y = 2, rotation = "east"},
{type = "railgun_s", x = 3, y = 2, rotation = "east"},
{type = "railgun_s", x = 1, y = 3, rotation = "east"},
{type = "railgun_s", x = 2, y = 3, rotation = "east"},
]
[[arena.team]]
name = "Default"
[[arena.team.ship]]
schematic = "cruiser"
count = 6
modules = [
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
]
[[arena]]
name = "Repair escort vs raw numbers (444 vs 444)"
height_tiles = 10

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@@ -21,12 +21,8 @@ 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 (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.
pacing. Next step: full-game playtests against the run-shape targets in
`targets.md`.
## Open action items

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@@ -94,16 +94,10 @@ geometry-validated against the hull grids)
## Combat stats
(arena-converged 2026-07, rounds 15; playtest-1 adjustments 2026-07-06 —
see `history.md`)
(arena-converged, 2026-07; see `history.md` rounds 15)
**Weapons:** railgun_s 2 dmg × 2.0 Hz (4.0 DPS), range 50 m;
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.
railgun_m 14 × 1.5 (21), range 70; railgun_l 52 × 0.8 (41.6), range 100.
**Hull HP** (15/threat prior + empirical trims): drone 60, frigate 300,
destroyer 550, cruiser 1500, battlecruiser 2400, battleship 6300,
@@ -115,9 +109,8 @@ destroyer 30|35|18|6|3, cruiser 24|25|12|4|2, battlecruiser 20|20|10|3|1.5,
battleship 15|14|7|2|1, dreadnought/carrier 10|8|4|1|0.5.
Sensors: 150/200/220/250/260/280/300/350 m.
**Other modules:** armor_plates +1200 HP; repair_tool 4 HP × 1 Hz,
range 80 (halved after playtest 1 — free between-wave top-offs were never
priced by the arena escort test); salvager range 60, cargo 20, 0.5 collections/s; afterburner
**Other modules:** armor_plates +1200 HP; repair_tool 9 HP × 1 Hz,
range 80; salvager range 60, cargo 20, 0.5 collections/s; afterburner
×1.6 speed +60 accel; maneuvering_thrusters ×1.2 speed +10 maneuvering;
sensor_booster +50 m; weapon_upgrade ×1.2 damage; weapon_primer ×1.2
rate; weapon_stabilizer ×1.3 range ×0.8 rate.

View File

@@ -94,68 +94,3 @@ range 200).
— ~1 expansion per cycle mid-game, 23 cycles apart late.
- **First full balancing round complete.** Next: full-game playtests
against the run-shape targets.
## 2026-07-06 — playtest 1 (two full playthroughs)
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
best DPS/threat (0.62 vs m 0.48, l 0.41), range is the big guns' only
mechanical edge (armor is added HP, not damage reduction — no anti-swarm
mechanic), repair sustain covers the closing distance, and stations
outranged every ship gun (120 vs railgun_l's 100), so even capitals had
to tank-and-brawl. The cruiser compounds it: first hull with a large
1×1 canvas (12 cells) and a nearly quartz-free chain.
- **Repair tool confirmed overpowered** (second signal after the
persistent +24% arena escort margin): the arena only prices in-fight
sustain; real runs add free full top-offs in every 1545 s wave gap
across the whole swarm. The 0.7 HP/s-per-threat prior is wrong for
wave defence.
- **Changes:** repair_tool 9→4 HP/s; railgun_l range 100→130 (now
outranges stations — buys the siege role the capital ladder promises);
railgun_m 14→16 dmg and range 70→80 (tax softened: m sits at 0.55
DPS/threat, between s and l). Module threats unchanged (costs
untouched), so no ladder recalculation needed.
- New tracked arena added: railgun_s-spam cruisers (8× 178) vs default
cruisers (6× 233.5) — the spam side should win a brawl somewhat, but a
blowout means the small-gun premium needs retuning.
- **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`.