diff --git a/planning_docs/GAMEPLAY.md b/planning_docs/GAMEPLAY.md index cd721ee..954f9cb 100644 --- a/planning_docs/GAMEPLAY.md +++ b/planning_docs/GAMEPLAY.md @@ -77,6 +77,11 @@ Battles use a **tick-based system** rather than "turns" (which imply guaranteed **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. +- **Short circuit conditions** () + - S: All enemies sunk + - A: over half enemies sunk (2/3, 1/2) or enemy flagship sunk + - B: enemy damage percentage (hp_lost / hp_sum_at_battle_start) greater than player damage percentage + - C: Something else - **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