Updated GAMEPLAY design
This commit is contained in:
@@ -4,22 +4,44 @@
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---
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## 0. Design Pillars
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Before mechanics, establish what this game *is*.
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### Pillar 1: Build weird warships
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The core fantasy is kitbashing historical naval vessels into something that shouldn't exist but does. Aviation destroyers. Torpedo battleships. Radar picket cruisers turned into makeshift carriers. The mod and equipment system exists to enable this creativity. If a player can imagine a cursed configuration, the game should let them try it.
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### Pillar 2: Reward preservation
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This inverts the typical roguelite formula:
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- **Standard roguelite:** Seek combat → get rewards → get stronger → beat boss
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- **This game:** Avoid unnecessary combat → preserve fleet → navigate intelligently → arrive at boss in fighting shape
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Combat is **high-risk, average-return**. Battles are attrition you manage, not treasure you hunt. The "reward" for surviving a battle is mostly *having survived*. Real value comes from non-combat nodes: dockyards, events, salvage.
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This is closer to a convoy escort mindset. Victory isn't "kill everything" - it's "arrive at destination with force intact."
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### Pillar 3: Naval battles are rare
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Oceans are vast. Fleets miss each other. The game respects this by making combat encounters scarce but consequential. The strategic game happens on the map - route selection, recon investment, risk assessment. Combat is the validation of your preparation choices.
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---
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## 1. Run Start: Fleet Selection
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### What We Know
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- Player starts with ~3 ships
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- Player starts with **4 ships** (not a full fleet - room for growth)
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- Meta-progression unlocks options, not power
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- Choice should set strategic direction
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### Proposed Mechanic
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For the initial concept, player starts with a preset, relatively boring 'default deck' with:
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- 1 orthodox destroyer
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- 1 orthodox cruiser (the "scout cruiser" is just a cruiser for MVP - mechanically identical)
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For the initial concept, player starts with a preset, relatively modest 'default fleet':
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- 2 orthodox destroyers
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- 1 orthodox cruiser
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- 1 orthodox battleship
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Future extension: more presets; cost-based custom presets, etc.
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But for now, the boring solution is the easiest to implement and will become un-boring if the roguelite part does its job.
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This leaves 2 active slots and 3 reserve slots empty. Acquiring new hulls during the run is meaningful because you have capacity to use them.
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**Future extension:** Cost-based custom presets (one shiny all-rounder or 6 rustbuckets), more preset options, etc.
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### Unlock Progression
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Not important in initial version.
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@@ -31,17 +53,20 @@ However, I personally hate grindy grinds, so unlocks should be rather easy, cere
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### What We Know
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- Branching paths (think Slay the Spire)
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- ~50-60% combat, ~40-50% logistics/events
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- **Combat is scarce** - maybe 30-40% of nodes *could* be hostile, fewer will actually be fought
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- Target runtime: 30 minutes
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### Math Check
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- 30 min run = ~18-25 nodes total
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- If 60% combat = ~12-15 fights
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- Non-combat nodes = ~6-10
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### Math Check (revised)
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- 30 min run = ~15-20 nodes total (traversed)
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- Potential combat nodes: ~6-8 (but player may avoid some)
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- Actual fights per run: ~4-6 (player choice + recon)
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- Non-combat nodes: ~8-12 (dockyards, events, safe passage)
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The reduction in combat frequency means each fight carries more weight. Battles are not the grind - navigation is the game.
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### Between Nodes
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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.
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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.
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Player can change equipment on a ship (swap, substitute with inventory items, take off, etc.) as long as not in battle or stat check events.
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Player can also swap ships in/out of the **6 active sortie slots** (can have up to 3 reserve ships), similarly restricted.
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### Node Types
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@@ -59,42 +84,76 @@ Several kinds of battle, not every comes in PoC/MVP/alpha alpha.
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- **Aerial** - aviation-focussed fights.
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**For MVP, only normal nodes: surface combat nodes.**
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Add more varieties later if ever. 3 is already a lot.
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Add more varieties later if ever.
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**Enemy fleet size**: Always 1 to 3 ships.
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**Enemy fleet size**: 1 to 6 ships (matching player capacity).
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**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).
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- *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).
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- *For MVP*: Enemy count visible on map node (1/2/3 ships), but not their types or loadouts until battle starts.
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**Enemy composition reveal - The Recon System**:
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Nodes exist in states of **uncertainty** until revealed by recon. This is now a core system, not a future extension.
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**Loot**: Your classic 'choose 1 equipment from 3'. To streamline things, no concept of 'cash' or 'universal resource'.
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**Recon confidence ranges:**
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- Low recon: "Unknown contact - possibly hostile"
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- Medium recon: "0-3 capital ships, 1-4 screen ships, 40% storm chance"
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- High recon: "2 capital ships, 2 screen ships, clear weather" (narrow/exact ranges)
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Higher fleet recon power narrows these ranges. The SCOUT tag and recon equipment contribute to fleet recon rating.
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**Recon tradeoff:** Ships optimized for scouting (recon equipment, SCOUT tag) are generally weaker in direct combat. You trade firepower for information.
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**Player choice - Fight or Flight:**
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When approaching a node revealed as hostile, player can:
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- **Engage:** Proceed to battle
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- **Avoid:** Take alternate route (if available) or accept the cost of bypassing
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Avoiding combat is usually the smart play (reward preservation). The cost of avoidance is opportunity cost - you don't get whatever that node might have offered.
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**Loot**: Modest. Maybe 'choose 1 equipment from 2-3'. Combat is not the primary reward mechanism.
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**Pre-Battle: Mentality Selection**
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Before combat resolves, player chooses fleet mentality:
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- **Aggressive:** Seek decisive engagement. Higher damage output, higher risk taken, no disengagement.
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- **Balanced:** Standard engagement parameters.
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- **Defensive:** Prioritize preservation. Lower damage output, fleet will attempt to break contact if things go badly.
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This is the Football Manager moment. You've done the preparation. Now you declare intent and watch the simulation run.
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**Enemy mentality:** AI calculates rough "us vs them" strength comparison. Weaker enemies tend toward defensive (may disengage). Stronger enemies press aggressively. **Exception:** Boss never disengages.
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**Disengagement mechanics (Defensive mentality):**
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When conditions trigger (e.g., losing badly), fleet attempts to break contact. Actions that aid disengagement but reduce combat effectiveness:
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- Make smoke (reduces visibility both ways)
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- Radio silence (reduces coordination but harder to track)
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- Hold fire (don't reveal position, prioritize escape)
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Disengagement is not guaranteed. It's a chance to escape a bad situation, not a "get out of jail free" card.
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**Battle termination - Tick System**:
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Battles use a **tick-based system** rather than "turns" (which imply guaranteed action per turn). One action takes multiple ticks.
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- **Scale reference**: The major battle phase (gunnery) should run ~100 ticks total, supporting ~2 large caliber salvos (~45 ticks per salvo).
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- Small guns fire more quickly (fewer ticks per salvo), torpedoes slower, etc.
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- Battle ends when: (1) one side is eliminated, OR (2) tick limit reached (exact limit TBD - probably 200-300 ticks total?)
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- Battle ends when: (1) one side eliminated, (2) one side successfully disengages, OR (3) tick limit reached
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**Battle result grading**: Derived from enemy sunk ratios and damage delivered/received. Better battle result yields better loot quality/choice.
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- **[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.
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- **Short circuit conditions** ()
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**Battle result grading**: Derived from enemy sunk ratios and damage delivered/received.
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- S: All enemies sunk
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- A: over half enemies sunk (2/3, 1/2) or enemy flagship sunk
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- B: enemy damage percentage (hp_lost / hp_sum_at_battle_start) greater than player damage percentage
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- C: Something else
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- **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).
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- A: Over half enemies sunk or enemy flagship sunk
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- B: Enemy damage percentage > player damage percentage
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- C: Mutual withdrawal or inconclusive
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- D: Player disengaged under pressure (survived but didn't achieve objective)
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**Design note on loot:** Since combat is high-risk/average-return, the "losing spiral" is less of a concern. Players who fight unnecessarily *should* feel the attrition. The catch-up mechanic is: stop fighting, reach dockyards, recover.
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#### Elite Combat Node
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'Elite' nodes are just combat nodes with 'better'/'stronger' enemies. (optimised compositions or cheating stats by equipments).
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'Elite' nodes are combat nodes with stronger enemies (optimized compositions, better equipment, or slightly boosted stats). These should be clearly telegraphed by recon so player can choose to engage or avoid.
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#### Boss Node
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- Fixed endpoint, no branching after
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- Two patterns for PoC stage. Like one super battleship (force) and one super carrier (force).
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With screening ships, but still under the 3-ship threshold.
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- **The boss is the mandatory engagement.** All your preservation strategy, your careful navigation, your recon investment - it serves the purpose of arriving here with a fleet capable of decisive action.
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- Two patterns for PoC stage: super battleship force or super carrier force, with screening ships (up to 6 total).
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- **Boss structure**
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- 1 flagship which has a cheating hull (meaty stats by hull, like abnormally high HP/armour/base firepower, or more eq. slots)
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- 1 flagship with a "cheating" hull (high HP/armor/firepower, extra equipment slots)
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- Sink flagship to win
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- Other enemy ships are relatively normal
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- Escort ships are relatively standard but competent
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- **Boss never disengages.** Defensive mentality on boss just reduces your damage output for no benefit. The game should warn players about this.
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#### Refit / Dockyard Node
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Remember that the game has no 'money', so these nodes are:
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@@ -139,14 +198,36 @@ Can already get hulls from the Refit/Dockyard node, so this is part of that
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### Map Generation
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- **Depth**: Depending on routes, roughly 8~10 nodes from start to boss (could fluctuate slightly). Boss always visible at end.
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- **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).
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- **Path/node visibility**:
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- **For MVP**: Fixed vision of **2 connected nodes** from current position. Boss is always visible (endpoint marker).
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- *Future extension*: Recon stat/equipment/tags increase visibility range. More scouting = see farther ahead, but scout ships are weaker in combat (balanced via synergies).
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- **Depth**: Roughly 8-12 nodes from start to boss depending on route. Boss always visible at end.
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- **Width per row**: 2-5 paths per row. Includes 'skip' nodes and lateral paths. Generation should guarantee total run length is reasonably consistent.
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### Node Visibility & Recon (Core System)
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**Always visible nodes:**
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- Boss node (endpoint marker)
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- Dockyard/repair nodes (infrastructure is known)
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- Starting area immediate connections
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**Uncertain nodes (default state):**
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Most nodes start as "unknown contact" until recon provides information.
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**Recon reveals:**
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- Node type probability (hostile/safe/event)
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- If hostile: fleet composition ranges ("0-3 capitals, 1-4 screens")
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- Environmental conditions ("50% chance of storm")
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**Recon mechanics:**
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- Fleet recon rating = sum of SCOUT tags + recon equipment bonuses
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- Higher rating = narrower confidence ranges, farther visibility
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- Recon is calculated at map level, not per-battle
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**The strategic game:**
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With good recon, you can plan routes that avoid fights you'd lose and pick fights you'd win. With poor recon, you gamble on every uncertain node.
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**[DECIDE: Exact recon rating thresholds and what they reveal]**
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### Known Vulnerability
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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.
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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. Consistency in structure, variance in content.
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---
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@@ -192,8 +273,8 @@ def getShipDamageLevel(maxShipHp: int, currentShipHp: int):
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### Reserve Ships System
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**Core Rules:**
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- **Max fleet size**: 6 ships total (3 active sortie slots + 3 reserve slots)
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- **Starting reserves**: 0 - you begin with exactly 3 ships, no reserves
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- **Max fleet size**: 9 ships total (6 active sortie slots + 3 reserve slots)
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- **Starting fleet**: 4 ships (2 destroyers, 1 cruiser, 1 battleship) - leaves room for growth
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- **Acquiring new hulls**: From dockyard/event nodes only
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- **Hull acquisition philosophy**: Scarce and NOT immediately rewarding
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@@ -201,15 +282,21 @@ def getShipDamageLevel(maxShipHp: int, currentShipHp: int):
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When you get a new hull (free at dockyards), it's **just a hull** - no equipment, no mods. It does nothing useful immediately.
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The strategic choice becomes:
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- **Option A**: Invest resources (equipment, mods) into your existing 3 ships → stronger specialized fleet
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- **Option A**: Invest resources (equipment, mods) into your existing ships → stronger specialized fleet
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- **Option B**: Distribute resources across more ships → flexibility, redundancy, but weaker individuals
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Getting a new hull is potential, not power. Equipment scarcity makes specialization vs diversification a real tradeoff.
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**6-ship active fleet enables:**
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- More composition variety (2 capitals, 2 screens, 2 utility/recon)
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- Meaningful recon confidence ranges (0-3 capitals means something when 6 is max)
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- More tag synergies across the fleet
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- Fleet specialization vs. generalization choices
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**Between-node management:**
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- Can swap ships in/out of active sortie slots anytime between nodes (not during battle/stat-check events)
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- Can swap equipment between any ships in fleet (active or reserve)
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- Reserves can be used to replace losses or adapt to known enemy types (once you have them)
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- Reserves can replace losses or adapt to known enemy types (once you have intel)
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@@ -217,23 +304,21 @@ Getting a new hull is potential, not power. Equipment scarcity makes specializat
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## 4. Combat Resolution - The Actual Rules
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### Pre-Combat
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**[DECIDE: Formation system]**
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- Option A: **Simple stance** (Aggressive/Balanced/Defensive)
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- Aggressive: +damage, -defense
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- Defensive: -damage, +defense
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- Balanced: No modifier
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### Design Philosophy
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Combat should be:
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- **More deterministic than KanColle** - preparation matters, outcomes are learnable
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- **Still has variance** - naval battles have fog of war, uncertainty
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- **Readable** - player should understand *why* they won or lost
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- **Fast** - fewer fights means each can resolve quickly without stretching run time
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- Option B: **Positioning** (Front/Mid/Back rows)
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- Front ships targeted first
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- Back ships safer but may not reach with short-range weapons
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- Requires UI to show grid
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The separation: **Structure is deterministic** (who can shoot whom, fire rates, armor vs penetration). **Execution has bounded variance** (hit chances, damage rolls within tight ranges).
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- Option C: **Named formations** (Line Ahead, Line Abreast, Echelon)
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- Each has different rules (range mods, targeting priority, etc.)
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- More flavor, more complexity
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### Pre-Combat: Mentality
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(Detailed above in Combat Node section)
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**[DECIDE: Which formation system?]**
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**Chosen:** Simple stance system - Aggressive/Balanced/Defensive. This is the only pre-combat decision.
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Formations (positioning, named formations) add complexity without proportional depth for an auto-battler. May revisit later.
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### Phase-by-Phase Resolution
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@@ -247,16 +332,17 @@ Each phase needs:
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#### PHASE 1: Detection / Initiative
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**Purpose:** Determine turn order and spotting
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**Purpose:** Determine action order for the engagement.
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**[DECIDE: What happens here?]**
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Proposed:
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- Each ship rolls initiative = Base Speed + Equipment Modifier + d20
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- Order set for this combat
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- Ships with SCOUT tag grant +1 initiative to fleet?
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- Failed detection = -hit chance for first strike?
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**Proposed (leaning toward):**
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- Initiative = Base Speed + Equipment Modifier + small random factor (d6, not d20)
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- Order set for entire combat (not re-rolled each tick)
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- SCOUT tag grants fleet-wide initiative bonus (+2 per SCOUT ship?)
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- Higher initiative = act first in each tick cycle
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**[DECIDE: Accept proposal or define differently?]**
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**Design note:** Keeping randomness small (d6 not d20) means faster ships reliably act first, but there's enough variance that exact order isn't perfectly predictable. Preparation matters more than luck.
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**[DECIDE: Accept or adjust random factor magnitude?]**
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---
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@@ -264,26 +350,21 @@ Proposed:
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**Participants:** Ships with AVIATOR tag
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**[DECIDE: How do aircraft work?]**
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- Option A: **Abstract strike value**
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- Each AVIATOR ship contributes Air Power
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- Total Air Power vs Enemy Air Power or AA rating
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- Winner deals damage to enemy fleet (distributed how?)
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**Chosen model: Abstract strike value (Option A)**
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Reasoning: Keeps MVP scope manageable. Individual plane tracking adds complexity without proportional depth.
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- Option B: **Plane-vs-plane then strike**
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- If both sides have AVIATOR, planes fight planes (attrition?)
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- Winner (or side with more) then strikes surface ships
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**Mechanics:**
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- Each AVIATOR ship contributes Air Power (from aircraft equipment)
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- Compare: Fleet Air Power vs Enemy Air Power
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- If one side has air superiority (>50% of total), they deal strike damage to enemy surface ships
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- Strike damage distributed weighted by ship size (capitals take more hits)
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- Option C: **Direct bombing**
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- Each carrier selects target
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- AA defense reduces damage
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- No air-to-air unless specific equipment
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**Anti-air defense:**
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- All ships have base AA rating (small)
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- AA equipment adds to rating
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- Fleet AA total reduces incoming air strike damage
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**[DECIDE: Pick air combat model]**
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**[DECIDE: Can non-aviator ships defend against air?]**
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- Only if they have AA equipment?
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- All ships have base AA rating?
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**[DECIDE: Exact formulas for air power comparison and strike damage]**
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---
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@@ -293,46 +374,33 @@ Proposed:
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**Initiative:** Use order from Detection phase
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**Targeting:**
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**[DECIDE: Who shoots whom?]**
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- Option A: **Automatic priority**
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- Target lowest HP enemy (focus fire)
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- Or: Target enemy with most threat (highest damage?)
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**Targeting - Chosen: Weighted random with SCREEN priority**
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- Base: Random target selection from valid enemies
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- SCREEN tag ships have higher targeting weight (draw fire, act as tanks)
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- If mentality is Aggressive: slight preference for high-value targets
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- If mentality is Defensive: spread fire, no focus
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- Option B: **Formation-based**
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- Front-line ships forced to shoot at front-line enemies
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- Back-line can only be targeted if front is dead
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- Option C: **Random distribution**
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- Each ship picks random valid target
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- SCREEN tag makes them more likely to be targeted?
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**[DECIDE: Pick targeting system]**
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This keeps outcomes somewhat unpredictable while making SCREEN tag meaningful.
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**Hit Calculation:**
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**[DECIDE: To-hit formula?]**
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Proposed:
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```
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Hit Chance = Base Accuracy (from gun) + Attacker Bonuses - Target Evasion - Range Penalty
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Hit Chance = Base Accuracy (from gun) + Fire Control Bonus - Target Evasion
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Roll d100, hit if <= Hit Chance
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```
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**[DECIDE: What are Attacker Bonuses and Target Evasion?]**
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- Fire control equipment gives +accuracy?
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- Target speed stat = evasion?
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- ARTILLERY tag gives +X% hit?
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- Base accuracy: 60-85% depending on gun type (larger guns slightly less accurate)
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- Fire control equipment: +5 to +15 accuracy
|
||||
- Target evasion: Speed stat / 2 (fast ships harder to hit)
|
||||
- ARTILLERY tag: +5% accuracy (gunnery specialists)
|
||||
|
||||
**Damage Calculation:**
|
||||
**[DECIDE: Damage formula?]**
|
||||
|
||||
Proposed:
|
||||
```
|
||||
Damage = Weapon Damage × Penetration vs Armor Factor
|
||||
Penetration Factor = if Pen >= Armor: 1.0, else: (Pen/Armor) × 0.7
|
||||
Base Damage = Weapon Damage × (0.9 to 1.1 random factor)
|
||||
Penetration Factor = if Pen >= Armor: 1.0, else: (Pen/Armor)^0.7
|
||||
Final Damage = Base Damage × Penetration Factor
|
||||
```
|
||||
The 0.9-1.1 variance is tight - damage is mostly predictable, not swingy.
|
||||
|
||||
**[DECIDE: Accept or define differently?]**
|
||||
**[DECIDE: Exact numbers for guns, armor values, etc. - see Section 5]**
|
||||
|
||||
---
|
||||
|
||||
@@ -340,88 +408,135 @@ Penetration Factor = if Pen >= Armor: 1.0, else: (Pen/Armor) × 0.7
|
||||
|
||||
**Participants:** Ships with torpedo equipment or TORPEDO_SPECIALIST tag
|
||||
|
||||
**Special Rule (from DESIGN.md):** SCREEN + CAPITAL synergy = screens absorb first torp hit
|
||||
**Torpedo characteristics:**
|
||||
- Lower accuracy than guns (40-60% base)
|
||||
- Much higher damage when they hit
|
||||
- Slower to reload (more ticks between attacks)
|
||||
|
||||
**[DECIDE: How does this work mechanically?]**
|
||||
Proposed:
|
||||
- If player fleet has >=1 SCREEN and >=1 CAPITAL:
|
||||
- First torpedo targeting a CAPITAL is redirected to a random SCREEN
|
||||
- SCREEN takes damage or is destroyed
|
||||
**SCREEN + CAPITAL synergy (torpedo protection):**
|
||||
- If fleet has >=1 SCREEN and >=1 CAPITAL:
|
||||
- Torpedoes targeting CAPITAL ships have a chance to be intercepted by SCREEN
|
||||
- Interception chance = 30% base + 10% per additional SCREEN
|
||||
- Intercepted torpedo hits the SCREEN instead
|
||||
- If no SCREEN present:
|
||||
- CAPITAL ships are vulnerable
|
||||
- CAPITAL ships are fully vulnerable to torpedoes
|
||||
|
||||
**[DECIDE: Accept or modify?]**
|
||||
**Design intent:** This makes mixed fleets (screens + capitals) more resilient than pure capital fleets. Going all-battleships is powerful but brittle against torpedo-focused enemies.
|
||||
|
||||
**[DECIDE: Torpedo hit chance - same as gunnery or different?]**
|
||||
- Torpedoes historically lower accuracy, higher damage
|
||||
- Should they auto-hit but be counterable (SCREEN absorbs)?
|
||||
- Or still require hit roll?
|
||||
**TORPEDO_SPECIALIST tag:**
|
||||
- +15% torpedo accuracy
|
||||
- +1 torpedo salvo per battle (extra attack)
|
||||
|
||||
---
|
||||
|
||||
#### PHASE 5: Damage Control / Morale
|
||||
#### PHASE 5: Damage Control / Disengagement Check
|
||||
|
||||
**[DECIDE: What actually happens in this phase?]**
|
||||
**This phase handles:**
|
||||
1. **Disengagement attempts** (if either side is on Defensive mentality and losing)
|
||||
2. **Damage control** (minor in-battle repairs from equipment)
|
||||
|
||||
Proposed options:
|
||||
- **Damage Control:** Ships repair X% of damage taken this fight (incentivizes tanky builds?)
|
||||
- **Morale Check:** If fleet lost >50% HP or >1 ship, roll morale check (pass = fight on, fail = retreat?)
|
||||
- **Status Effects:** Fires, flooding, crew casualties affect next fight?
|
||||
- **Nothing:** Phase exists for future expansion, does nothing in MVP
|
||||
**Disengagement check:**
|
||||
- Triggers if: Defensive mentality AND (lost >40% fleet HP OR lost >=2 ships)
|
||||
- Base success chance: 30%
|
||||
- Modifiers:
|
||||
- +15% if fleet has SCOUT ships (better situational awareness)
|
||||
- +10% per "evasion action" taken (make smoke, hold fire - these reduce combat effectiveness)
|
||||
- -10% if enemy has SCOUT ships (they track you better)
|
||||
- If successful: Battle ends, disengaging fleet escapes (result grade D)
|
||||
- If failed: Battle continues, can attempt again next phase
|
||||
|
||||
**[DECIDE: Pick one or define new]**
|
||||
**Damage control:**
|
||||
- Ships with damage control equipment repair 5-10% of damage taken this battle
|
||||
- Only activates if ship is still alive at phase end
|
||||
- Minor effect, but can keep ships above the 25% sinking threshold
|
||||
|
||||
**[DECIDE: Tune disengagement percentages after playtesting]**
|
||||
|
||||
---
|
||||
|
||||
### Combat Outcome
|
||||
|
||||
**If Player Wins:**
|
||||
- **[DECIDE: Loot structure?]**
|
||||
- Always 1 equipment piece (random from pool?)
|
||||
- Choose 1 of 3 equipment options
|
||||
- Scrap/currency + shop later?
|
||||
**If Player Wins (Grades S/A/B):**
|
||||
- Modest loot: Choose 1 equipment from 2 options (grade S gets 3 options)
|
||||
- The real reward is *having won* - you preserved your fleet and can continue
|
||||
|
||||
**If Player Loses:**
|
||||
- **[DECIDE: Full run loss or ship loss?]** (see section 3)
|
||||
**If Inconclusive (Grade C):**
|
||||
- No loot
|
||||
- Both sides took damage; you paid the cost of engagement without the benefit
|
||||
|
||||
**If Player Disengaged (Grade D):**
|
||||
- No loot
|
||||
- You survived - that's the win
|
||||
|
||||
**If Player Loses (fleet destroyed or forced retreat):**
|
||||
- Ship losses are permanent for this run
|
||||
- Equipment on sunk ships is lost
|
||||
- If 0 ships remain: Run ends (return to port, start new run)
|
||||
|
||||
**Design note:** Combat rewards are intentionally modest. The game doesn't want you seeking fights. Dockyards and events are where real upgrades happen. Combat is the tax you pay when you can't avoid it.
|
||||
|
||||
---
|
||||
|
||||
## 5. Ship Stats & Equipment - The Numbers
|
||||
|
||||
### Hull Philosophy
|
||||
|
||||
Hulls are the canvas. Equipment and mods are the paint. The "weird warships" pillar means any hull should be *modifiable* into something unexpected - aviation destroyers, torpedo battleships, radar cruisers.
|
||||
|
||||
Base hulls provide:
|
||||
- Starting stat profile (HP, Speed, Armor, Evasion)
|
||||
- Equipment slot count and types
|
||||
- Inherent tags (if any)
|
||||
- Mod slot count
|
||||
|
||||
### Hull Base Stats
|
||||
|
||||
**[DECIDE: Exact stats for MVP's 3 hull types]**
|
||||
**MVP hull types: 4** (Destroyer, Cruiser, Battleship, Carrier)
|
||||
More hull variants can be added later (light cruiser, battlecruiser, escort carrier, etc.)
|
||||
|
||||
**[DECIDE: Exact stats - rough proposals below]**
|
||||
|
||||
Template (fill in numbers):
|
||||
```
|
||||
Destroyer:
|
||||
HP: [DECIDE]
|
||||
Speed: [DECIDE] (affects initiative)
|
||||
Armor: [DECIDE] (reduces damage)
|
||||
Evasion: [DECIDE] (reduces hit chance)
|
||||
Equipment Slots: [DECIDE: 2? 3?]
|
||||
Mod Slots: 1 (per design)
|
||||
Starting Tags: [DECIDE: SCREEN? Other?]
|
||||
HP: 40
|
||||
Speed: 12 (fastest)
|
||||
Armor: 5 (paper thin)
|
||||
Evasion: 25 (hard to hit)
|
||||
Equipment Slots: 3 (small)
|
||||
Mod Slots: 1
|
||||
Inherent Tags: SCREEN
|
||||
|
||||
Cruiser:
|
||||
HP: [DECIDE]
|
||||
Speed: [DECIDE]
|
||||
Armor: [DECIDE]
|
||||
Evasion: [DECIDE]
|
||||
Equipment Slots: [DECIDE]
|
||||
HP: 80
|
||||
Speed: 9
|
||||
Armor: 15
|
||||
Evasion: 15
|
||||
Equipment Slots: 4 (medium)
|
||||
Mod Slots: 1
|
||||
Starting Tags: [DECIDE: None? SCREEN? ARTILLERY?]
|
||||
Inherent Tags: None (jack of all trades)
|
||||
|
||||
Battleship:
|
||||
HP: [DECIDE]
|
||||
Speed: [DECIDE]
|
||||
Armor: [DECIDE]
|
||||
Evasion: [DECIDE]
|
||||
Equipment Slots: [DECIDE]
|
||||
HP: 150
|
||||
Speed: 6 (slowest)
|
||||
Armor: 35 (heavily armored)
|
||||
Evasion: 5 (easy to hit, hard to hurt)
|
||||
Equipment Slots: 4 (large)
|
||||
Mod Slots: 1
|
||||
Starting Tags: [DECIDE: CAPITAL? ARTILLERY?]
|
||||
Inherent Tags: CAPITAL
|
||||
|
||||
Carrier:
|
||||
HP: 100
|
||||
Speed: 7
|
||||
Armor: 10 (vulnerable)
|
||||
Evasion: 8
|
||||
Equipment Slots: 5 (many, but aircraft-focused)
|
||||
Mod Slots: 1
|
||||
Inherent Tags: AVIATOR (if aircraft equipped), CAPITAL
|
||||
Special: 3 slots must be aircraft or empty
|
||||
```
|
||||
|
||||
**[DECIDE: Validate these numbers against damage formulas]**
|
||||
|
||||
### Equipment Pieces
|
||||
|
||||
**[DECIDE: Define 8-10 equipment items for MVP]**
|
||||
@@ -659,37 +774,51 @@ Check which categories you want:
|
||||
|
||||
Things that will probably bite later but are acceptable for MVP:
|
||||
|
||||
1. **Combat pacing:** If fights take >2min to watch, 30min promise breaks. Need fast-forward or instant resolve option.
|
||||
1. **Combat pacing:** If fights take >2min to watch, 30min promise breaks. Need fast-forward or instant resolve option. (With fewer fights, this is less critical but still relevant.)
|
||||
|
||||
2. **Balance death spiral:** If one lost ship makes you too weak, runs feel doomed early. Replacement mechanic or careful balance required.
|
||||
2. **Recon balance:** If recon is too strong, players always avoid fights (boring). If too weak, feels random. Need careful tuning of confidence ranges.
|
||||
|
||||
3. **Tag discovery:** Players won't know what tags do without a codex/help. Either add tutorial or accept confusion for first 2-3 runs.
|
||||
|
||||
4. **Event repetition:** With only 5-8 events, you'll see repeats in same run. Either need more events or smart draw-without-replacement system.
|
||||
|
||||
5. **Solved meta:** With deterministic RNG and small pool, optimal strategies will emerge fast. Plan for balance patches or accept short shelf life.
|
||||
5. **Disengagement abuse:** If defensive mentality is too safe, players might default to it. Boss exception helps, but regular combat needs risk for fleeing.
|
||||
|
||||
6. **Equipment bloat:** If loot drops every fight, inventory management becomes tedious. Either cap inventory size or allow scrapping/selling.
|
||||
6. **Equipment scarcity vs. 9-ship fleet:** With 9 potential ships and modest combat loot, equipment might be too scarce. May need generous dockyard offerings.
|
||||
|
||||
7. **"Optimal route" problem:** If recon reveals everything, skilled players find the one best path every time. Some uncertainty must remain.
|
||||
|
||||
---
|
||||
|
||||
## 13. Open Questions Not Covered Above
|
||||
|
||||
**[DECIDE: Answer these]**
|
||||
**Answered:**
|
||||
- ~~Fleet size limits~~ → 6 active + 3 reserve, start with 4
|
||||
- ~~Retreat option~~ → Yes, via route avoidance (recon system) and defensive mentality disengagement
|
||||
- ~~Difficulty indicators~~ → Recon confidence ranges show estimated enemy strength
|
||||
|
||||
**Still open:**
|
||||
|
||||
1. **Currency system:** Is there scrap/gold/resources, or purely loot-based?
|
||||
- Leaning toward: No currency, purely loot/equipment based. Simplifies economy.
|
||||
|
||||
2. **Ship naming:** Do ships have persistent names/identity, or just "Destroyer #1"?
|
||||
- Leaning toward: Names add flavor. Auto-generate or let player name.
|
||||
|
||||
3. **RNG seed exposure:** Is seed visible to player (for challenge runs/sharing)?
|
||||
- Not critical for MVP. Nice-to-have later.
|
||||
|
||||
4. **Retreat option:** Can you retreat from combat before it starts (see enemy, back out)?
|
||||
4. **Save system:** Save between nodes, or full run in one sitting?
|
||||
- **[DECIDE]** - Important for 30-min target. Probably save between nodes.
|
||||
|
||||
5. **Save system:** Save between nodes, or full run in one sitting?
|
||||
5. **Recon rating thresholds:** What fleet recon values unlock what visibility?
|
||||
- **[DECIDE]** - Needs playtesting to tune.
|
||||
|
||||
6. **Difficulty indicators:** Does UI show "this fight will be hard" before committing?
|
||||
6. **Equipment slot types:** Are slots generic or typed (gun/torpedo/aircraft/utility)?
|
||||
- Leaning toward: Typed slots on carriers, generic elsewhere. Enables weird builds.
|
||||
|
||||
7. **Fleet size limits:** Always exactly 3 ships, or can you have 2-4?
|
||||
7. **Maximum inventory size:** How much loose equipment can you carry?
|
||||
- **[DECIDE]** - Prevents hoarding, forces decisions.
|
||||
|
||||
---
|
||||
|
||||
@@ -705,4 +834,21 @@ Don't overthink it - make a decision, document it, test it. Wrong answers are fi
|
||||
|
||||
---
|
||||
|
||||
**Status:** INCOMPLETE - requires design decisions before implementation.
|
||||
**Status:** PARTIALLY COMPLETE
|
||||
|
||||
**Decided:**
|
||||
- Design pillars (weird warships, reward preservation, naval scarcity)
|
||||
- Fleet size (6 active + 3 reserve, start with 4)
|
||||
- Combat philosophy (more deterministic, mentality system, disengagement)
|
||||
- Recon system concept (confidence ranges, strategic layer)
|
||||
- Basic combat phases and formulas
|
||||
|
||||
**Still needs decisions:**
|
||||
- Exact stat numbers (hull stats, equipment stats)
|
||||
- Equipment and mod definitions (8-10 items, 5-6 mods)
|
||||
- Tag derivation rules
|
||||
- Fleet chemistry / synergies
|
||||
- Event cards (5-8)
|
||||
- Boss encounter specifics
|
||||
- Recon rating thresholds
|
||||
- Meta-progression unlock tree
|
||||
|
||||
Reference in New Issue
Block a user