Gameplay update
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@@ -77,6 +77,11 @@ Battles use a **tick-based system** rather than "turns" (which imply guaranteed
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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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- 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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#### Elite Combat Node
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