Gameplay update

This commit is contained in:
Mikkeli Matlock
2026-01-12 23:01:27 +09:00
parent 5009cc942e
commit 70d7e1e789

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@@ -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