Gameplay update
This commit is contained in:
@@ -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.
|
**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.
|
- **[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).
|
- **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 Combat Node
|
||||||
|
|||||||
Reference in New Issue
Block a user