**Purpose:** Translate DESIGN.md into concrete gameplay mechanics. Half-filled proposals, half-questionnaire. Fill in the `[DECIDE: ...]` sections.
---
## 1. Run Start: Fleet Selection
### What We Know
- Player starts with ~3 ships
- Meta-progression unlocks options, not power
- Choice should set strategic direction
### Proposed Mechanic
For the initial concept, player starts with a preset, relatively boring 'default deck' with:
- 1 orthodox destroyer
- 1 orthodox cruiser (the "scout cruiser" is just a cruiser for MVP - mechanically identical)
- 1 orthodox battleship
Future extension: more presets; cost-based custom presets, etc.
But for now, the boring solution is the easiest to implement and will become un-boring if the roguelite part does its job.
### Unlock Progression
Not important in initial version.
However, I personally hate grindy grinds, so unlocks should be rather easy, ceremonial, like a breeze; players should be able to fiddle with all possibilities as soon as possible.
---
## 2. Map Structure
### What We Know
- Branching paths (think Slay the Spire)
- ~50-60% combat, ~40-50% logistics/events
- Target runtime: 30 minutes
### Math Check
- 30 min run = ~18-25 nodes total
- If 60% combat = ~12-15 fights
- Non-combat nodes = ~6-10
### Between Nodes
Player can change equipments on a ship (swap, substitute with inventory items, take off, etc) as long as not in battle or stat check events.
Player can also swap ships in/out of the 'sortie slots' of 3 (can have reserve ships), similarly as long as not in battle or stat check.
### Node Types
#### Starting Node
'Home port'.
Just a placeholder for picking the starting deck. Does this and only this.
Might also do the whale stuff (of Slay the Spire) later but not now.
#### Combat Node Types
**Tributes to KanColle here** (the fancier way of saying 'ripoff')
Several kinds of battle, not every comes in PoC/MVP/alpha alpha.
- **Normal** - surface-to-surface fights, enemy might have planes but will never have subs.
- **ASW** - submarine-only enemy fleet.
- **Aerial** - aviation-focussed fights.
**For MVP, only normal nodes: surface combat nodes.**
Add more varieties later if ever. 3 is already a lot.
**Enemy fleet size**: Always 1 to 3 ships.
**Enemy composition reveal**: Enemy composition is NOT fully revealed until you lock in your sortie squad and commence battle. You commit to the fight blind (or partially blind).
- *Future extension*: More Recon power reveals more enemy info before combat. Tradeoff: Recon specialists are generally weaker in combat (could be compensated with synergies/chemistry).
- *For MVP*: Enemy count visible on map node (1/2/3 ships), but not their types or loadouts until battle starts.
**Loot**: Your classic 'choose 1 equipment from 3'. To streamline things, no concept of 'cash' or 'universal resource'.
**Battle termination - Tick System**:
Battles use a **tick-based system** rather than "turns" (which imply guaranteed action per turn). One action takes multiple ticks.
- **Scale reference**: The major battle phase (gunnery) should run ~100 ticks total, supporting ~2 large caliber salvos (~45 ticks per salvo).
- Small guns fire more quickly (fewer ticks per salvo), torpedoes slower, etc.
- Battle ends when: (1) one side is eliminated, OR (2) tick limit reached (exact limit TBD - probably 200-300 ticks total?)
**Battle result grading**: Derived from enemy sunk ratios and damage delivered/received. Better battle result yields better loot quality/choice.
- **[TODO: ELABORATE VICTORY GRADE FUNCTION]** - Current thinking is too KanColle, will work as stub for now. S/A/B/C/D ranks based on performance.
- **Known vulnerability**: Losing spiral - weak fleet → bad results → bad loot → weaker fleet. May need catch-up mechanics (dockyards buff weak fleets, events offer risky power spikes).
#### Elite Combat Node
'Elite' nodes are just combat nodes with 'better'/'stronger' enemies. (optimised compositions or cheating stats by equipments).
#### Boss Node
- Fixed endpoint, no branching after
- Two patterns for PoC stage. Like one super battleship (force) and one super carrier (force).
With screening ships, but still under the 3-ship threshold.
- **Boss structure**
- 1 flagship which has a cheating hull (meaty stats by hull, like abnormally high HP/armour/base firepower, or more eq. slots)
- Sink flagship to win
- Other enemy ships are relatively normal
#### Refit / Dockyard Node
Remember that the game has no 'money', so these nodes are:
- free, but some options are conditioned e.g. require specific stats/tags/traits/synergies... or has tradeoff
- mostly upgrading (improvement should always be positive at micro)
**Possible services**, I'm just listing. Not every one should make into the PoC or final game. (if there ever is a final game):
- Repair hull damage
- Upgrade equipment (a random better one of same type, or stat boost)
- New equipment / hull
- Trade equipment (no type guarantee, but generally better) **[How to determine 'better'?]**
- Apply mod (on the spot, like 'enchant') *this is a strong one, should have some sort of cost*
- Remove any mod (positive or negative)
- Trade mods
***Note***: overall number of visitable nodes are relatively low per map. I would like the player to have more freedom to customise, so each dockyard node might offer multiple (2~4?) charges of service.
Also that it might be more gameplay if each dockyard node is different and offer a unique set of services. But might as well offer all of them for the first version.
#### Event Node
- Random event from pool
- Must force tradeoff (no pure upgrades)
- **[DECIDE: Examples?]** (Fill in 3-5 example events with choices and consequences) - Still thinking, might do this later
Example template:
```
EVENT: Salvage Drifting Hulk
Choice A: Strip for parts → Gain random equipment, -0~20% HP on one ship (represents overwork/risk) (but not deadly)
Choice B: Claim as prize → Gain damaged hull
Choice C: Ignore → Gain nothing, but also risk nothing
```
```
EVENT: Storm
Choice A: Take plain damage (all the fleet incl. reserves lose 5% HP)
Choice B: (available if RADAR >= 2) Take less or no damage. # Not sure what RADAR could be, but it requires specific deckbuilding
```
**[DECIDE: Fill in 3-5 event examples like above]** - Still thinking, might do this later
#### Salvage Node
Can already get hulls from the Refit/Dockyard node, so this is part of that
### Map Generation
- **Depth**: Depending on routes, roughly 8~10 nodes from start to boss (could fluctuate slightly). Boss always visible at end.
- **Width per row**: 2~5 paths per row. Includes 'skip' nodes (direct route jumping one row further) and intra-row lateral paths. Generation should guarantee total run length doesn't fluctuate too much (target 8-10 nodes traversed).
- **Path/node visibility**:
- **For MVP**: Fixed vision of **2 connected nodes** from current position. Boss is always visible (endpoint marker).
- *Future extension*: Recon stat/equipment/tags increase visibility range. More scouting = see farther ahead, but scout ships are weaker in combat (balanced via synergies).
### Known Vulnerability
If map is always similar shape (e.g., always 8 rows, always ends at boss), players will plan perfectly. If too random, they'll feel helpless. You probably want consistency in structure, variance in content.
---
## 3. Fleet Persistence & Loss
### The Hard Question
**What happens when a ship is destroyed mid-run?**
- **Ship is lost for the run**
- Equipments on sinking ships are lost as well
- but certain mechanisms can be used to recover equipments (e.g. planes can emergency rebase to another carrier if certain conditions are met)
- Player might or might not have ships in reserve. It's ok to activate reserve ships after the ship-losing battle.
- Also, revival mechanisms that can prevent that loss (e.g. emergency repair - just like KanColle)
- Still ripping off KanColle, ships above a certain health (not 'heavy damage') won't be sunk in battle but could become heavily damaged. This is a very good guardrail by KanColle in my opinion.
# Actual KanColle has medium damage (0.25 * maxShipHp < currentShipHp <= 0.5 * maxShipHp), light damage (0.5 * maxShipHp < currentShipHp <= 0.75 * maxShipHp), and slight damage (0.75 * maxShipHp <currentShipHp) which has more uses. But currently we might only need this simplest form.
```
**Sinking Rules:**
- Ship enters battle at `HEAVY_DAMAGE` (≤25% HP): **Can be sunk** during that battle (if damage exceeds remaining HP)
- Ship enters battle at `SAFE_DAMAGE` (>25% HP): **Cannot be sunk** this battle. Any killing blow is hard capped to leave ship at **1% HP minimum** (non-lethal).
- Protection is determined at **battle start**, not recalculated mid-fight. If you enter SAFE, all hits are capped for the entire battle, even if you drop below 25% mid-fight.
**Implementation note:** "Non-lethal cap" means: if ship is at 30% HP and takes a hit that would deal 29%+ damage, reduce final damage to leave ship at 1% HP. Keeps it simple and dramatic.
### Damage Persistence
**Does hull damage carry between fights?**
- YES: Adds attrition strategy, refit nodes become crucial
**How much can you heal outside refit nodes?**
- Equipment/Tag-based healing (repair cranes, damage control, etc.), these check out at different stages. (e.g. DamCon can activate during or outside battle, but repair cranes can only repair outside battles)
- Dockyard nodes. Now thinking about it, dockyards should heal (repair) ships unconditionally on entrance.
- Event nodes. Requires some good storytelling but as a mechanism this works.
### Reserve Ships System
**Core Rules:**
- **Max fleet size**: 6 ships total (3 active sortie slots + 3 reserve slots)
- **Starting reserves**: 0 - you begin with exactly 3 ships, no reserves
- **Acquiring new hulls**: From dockyard/event nodes only
- **Hull acquisition philosophy**: Scarce and NOT immediately rewarding
**The Balance:**
When you get a new hull (free at dockyards), it's **just a hull** - no equipment, no mods. It does nothing useful immediately.
The strategic choice becomes:
- **Option A**: Invest resources (equipment, mods) into your existing 3 ships → stronger specialized fleet
- **Option B**: Distribute resources across more ships → flexibility, redundancy, but weaker individuals
Getting a new hull is potential, not power. Equipment scarcity makes specialization vs diversification a real tradeoff.
**Between-node management:**
- Can swap ships in/out of active sortie slots anytime between nodes (not during battle/stat-check events)
- Can swap equipment between any ships in fleet (active or reserve)
- Reserves can be used to replace losses or adapt to known enemy types (once you have them)