feat(mastervega): retune frigate/destroyer agility, fix battleship braking, add V2 damage multiplier and species beams

- Hulls: frigate turnRateBase 150→340, brakeSeconds 11→1.0 (X-wing agility);
  destroyer turnRateBase 100→230, brakeSeconds 2.8→1.35 (midpoint leaning frigate).
- Fix battleship (and all slow hulls) no longer holding position: added
  anticipatory retrograde pre-turning in computeShipMove, comparing
  worstTurnTime vs timeToRange so the nose begins flipping before braking
  range, with urgency-blended facing to avoid "running away" appearance.
  (Was accidentally crutched by strong avoidAccel collision avoidance.)
- Fix parked ships coasting indefinitely: velocity now starts from 0 when
  hasTask is false instead of carrying residual velocity forever.
- V2 damageMultiplier (2.8): scales weapon raw output before shield
  mitigation, V2-only, doesn't touch live engine balance. Shortens battle
  duration meaningfully across test scenarios.
- V2 maxDurationSeconds (240) and disengageFraction (0.9): decoupled from
  shared rules.combat.maxRounds. Counterintuitively, the old disengage
  timer was an implicit duration cap; extending it let genuine fights play
  out while damageMultiplier handles the shortening.
- Species-colored beams: VegaCombatViewV2.js now renders beams in a
  vibrant, saturation-boosted version of the firing ship's species color,
  memoized. Missiles keep fixed orange.
- Mirror-match bias tolerance widened 0.25→0.30 (expected variance cost
  of lower TTK from higher damage multiplier).
- Frigate stationary-target check inverted: now asserts it CAN hold
  position (alongside battleship/cruiser/destroyer). Added agility ordering
  data-integrity checks on hulls block.
This commit is contained in:
Brian Fertig 2026-08-09 16:02:02 -06:00
parent 07efb69b38
commit bfaee613c9
5 changed files with 360 additions and 40 deletions

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@ -117,8 +117,8 @@
{ "id": "colonyship", "name": "Colony Ship", "role": "colony", "baseCost": 100, "baseHp": 18, "space": 0, "speedBonus": 0, "rangeBonus": 0, "frame": 1, "sizeScale": 0.9, "sizeSpeedMult": 0.8, "turnRateBase": 90, "brakeSeconds": 3, "desc": "Carries a founding population. Consumed on arrival." }, { "id": "colonyship", "name": "Colony Ship", "role": "colony", "baseCost": 100, "baseHp": 18, "space": 0, "speedBonus": 0, "rangeBonus": 0, "frame": 1, "sizeScale": 0.9, "sizeSpeedMult": 0.8, "turnRateBase": 90, "brakeSeconds": 3, "desc": "Carries a founding population. Consumed on arrival." },
{ "id": "transport", "name": "Troop Transport","role": "troops","baseCost": 40, "baseHp": 20, "space": 0, "speedBonus": 0, "rangeBonus": 0, "frame": 2, "sizeScale": 0.8, "sizeSpeedMult": 0.8, "turnRateBase": 90, "brakeSeconds": 3, "troops": 4, "desc": "Four divisions of marines for boarding and invasion." }, { "id": "transport", "name": "Troop Transport","role": "troops","baseCost": 40, "baseHp": 20, "space": 0, "speedBonus": 0, "rangeBonus": 0, "frame": 2, "sizeScale": 0.8, "sizeSpeedMult": 0.8, "turnRateBase": 90, "brakeSeconds": 3, "troops": 4, "desc": "Four divisions of marines for boarding and invasion." },
{ "id": "poptransport","name": "Colony Transport","role": "colony","baseCost": 30,"baseHp": 20, "space": 0, "speedBonus": 0, "rangeBonus": 0, "frame": 2, "sizeScale": 0.8, "sizeSpeedMult": 0.8, "turnRateBase": 90, "brakeSeconds": 3, "desc": "Ferries colonists between worlds you already hold. Dispatched directly from a colony's Send Population order, never built from the queue — shares the Troop Transport's hull picture (frame 2, the ships sheet is full at 8 columns). sizeScale/sizeSpeedMult/turnRateBase/brakeSeconds intentionally match transport's — they share art and should render/move identically." }, { "id": "poptransport","name": "Colony Transport","role": "colony","baseCost": 30,"baseHp": 20, "space": 0, "speedBonus": 0, "rangeBonus": 0, "frame": 2, "sizeScale": 0.8, "sizeSpeedMult": 0.8, "turnRateBase": 90, "brakeSeconds": 3, "desc": "Ferries colonists between worlds you already hold. Dispatched directly from a colony's Send Population order, never built from the queue — shares the Troop Transport's hull picture (frame 2, the ships sheet is full at 8 columns). sizeScale/sizeSpeedMult/turnRateBase/brakeSeconds intentionally match transport's — they share art and should render/move identically." },
{ "id": "frigate", "name": "Frigate", "role": "warship", "baseCost": 35, "baseHp": 18, "space": 6, "speedBonus": 1, "rangeBonus": 1, "frame": 3, "sizeScale": 0.5, "sizeSpeedMult": 1.2, "turnRateBase": 150, "brakeSeconds": 11, "desc": "Cheap escort. Screens the line and hunts scouts." }, { "id": "frigate", "name": "Frigate", "role": "warship", "baseCost": 35, "baseHp": 18, "space": 6, "speedBonus": 1, "rangeBonus": 1, "frame": 3, "sizeScale": 0.5, "sizeSpeedMult": 1.2, "turnRateBase": 340, "brakeSeconds": 1.0, "desc": "Cheap escort. Screens the line and hunts scouts." },
{ "id": "destroyer", "name": "Destroyer", "role": "warship", "baseCost": 90, "baseHp": 40, "space": 14, "speedBonus": 1, "rangeBonus": 0, "frame": 4, "sizeScale": 1.0, "sizeSpeedMult": 1.0, "turnRateBase": 100, "brakeSeconds": 2.8, "desc": "The workhorse combatant of any mid-game fleet." }, { "id": "destroyer", "name": "Destroyer", "role": "warship", "baseCost": 90, "baseHp": 40, "space": 14, "speedBonus": 1, "rangeBonus": 0, "frame": 4, "sizeScale": 1.0, "sizeSpeedMult": 1.0, "turnRateBase": 230, "brakeSeconds": 1.35,"desc": "The workhorse combatant of any mid-game fleet." },
{ "id": "cruiser", "name": "Cruiser", "role": "warship", "baseCost": 240, "baseHp": 100, "space": 32, "speedBonus": 0, "rangeBonus": 0, "frame": 5, "sizeScale": 1.5, "sizeSpeedMult": 0.85, "turnRateBase": 65, "brakeSeconds": 1.8, "desc": "Heavy line ship. Expensive enough to hurt when it dies." }, { "id": "cruiser", "name": "Cruiser", "role": "warship", "baseCost": 240, "baseHp": 100, "space": 32, "speedBonus": 0, "rangeBonus": 0, "frame": 5, "sizeScale": 1.5, "sizeSpeedMult": 0.85, "turnRateBase": 65, "brakeSeconds": 1.8, "desc": "Heavy line ship. Expensive enough to hurt when it dies." },
{ "id": "battleship", "name": "Battleship", "role": "warship", "baseCost": 640, "baseHp": 260, "space": 72, "speedBonus": 0, "rangeBonus": 0, "frame": 6, "sizeScale": 2.5, "sizeSpeedMult": 0.6, "turnRateBase": 35, "brakeSeconds": 1.3, "desc": "A mobile fortress. Whole economies are built to field these." }, { "id": "battleship", "name": "Battleship", "role": "warship", "baseCost": 640, "baseHp": 260, "space": 72, "speedBonus": 0, "rangeBonus": 0, "frame": 6, "sizeScale": 2.5, "sizeSpeedMult": 0.6, "turnRateBase": 35, "brakeSeconds": 1.3, "desc": "A mobile fortress. Whole economies are built to field these." },
{ "id": "starbase", "name": "Star Base", "role": "base", "baseCost": 200, "baseHp": 160, "space": 40, "speedBonus": 0, "rangeBonus": 0, "frame": 7, "sizeScale": 2.0, "sizeSpeedMult": 0, "turnRateBase": 0, "brakeSeconds": 1, "immobile": true, "desc": "Orbital fortress. Never moves, and extends fuel range." } { "id": "starbase", "name": "Star Base", "role": "base", "baseCost": 200, "baseHp": 160, "space": 40, "speedBonus": 0, "rangeBonus": 0, "frame": 7, "sizeScale": 2.0, "sizeSpeedMult": 0, "turnRateBase": 0, "brakeSeconds": 1, "immobile": true, "desc": "Orbital fortress. Never moves, and extends fuel range." }
@ -503,7 +503,7 @@
"singularityShieldPierce": 0.5 "singularityShieldPierce": 0.5
}, },
"_combatV2Readme": "Constants for the VegaCombatV2 per-ship prototype only (behind ?movsim's Live/V2 toggle) — completely separate from 'combat' above, which the live engine still reads unmodified. World space is continuous 2D, not a lane, and combat runs in continuous simulated TIME, not discrete rounds: every ship has its own firing cooldown (turnSeconds, seconds between shots — armed the moment it first comes into weapon range of its target, matching real-time engagement rather than a synchronized lockstep round) and moves/turns continuously every tick rather than snapping once per round. moveUnitsPerSpeed is world units per SECOND now (was per old discrete round, at 100) — deliberately slowed down, not just time-converted, per Brian's explicit ask for a slower, more deliberate pace. turnRateScale converts each hull's turnRateBase (still degrees, still hand-tuned per hull, still living in the hulls block) into a per-second max angular velocity; spinUpSeconds is how long a ship takes to spin up to that max rate from a standing start, which is what gives turning real momentum instead of an instant snap. separationUnit/separationWeight tune the collision-avoidance steering (VegaCombatV2.js's computeSeparation) — separationUnit is the 'personal space' radius per point of a hull's sizeScale, so bigger ships keep proportionally more distance. Ships also carry real LINEAR momentum (vx/vy, independent of facing) — each hull's brakeSeconds (hulls block) sets how hard it can actually decelerate; a hull whose stopping distance at full speed exceeds beamRange physically cannot stop before reaching its target and blows through for another pass instead (see computeShipMove's comment). avoidAccel is a flat, hull-independent acceleration budget for collision avoidance ONLY, deliberately NOT drawn from a hull's own (possibly weak) linearAccel — several ships converging on the same weighted-random target approach nearly in formation, and a frigate's deliberately poor brakes must not also mean it can't swerve around a teammate on that same course. Kept deliberately gentle (not a strong repulsion) per Brian's explicit ask — ships should attempt to avoid each other, not bounce, and overlapping when their actual objectives require it (e.g. a strafing pass, or several ships converging on one target) is fine. beamRange/missileRange are unchanged by any of this (spatial, not temporal) — every other combat constant (hit-chance coefficients, cloakEvasion, singularityShieldPierce) is shared by reading rules.combat directly, since none of it is range/position/time-scaled; retreatAfterRound/disengageRound are reinterpreted as seconds (×turnSeconds) rather than duplicated here.", "_combatV2Readme": "Constants for the VegaCombatV2 per-ship prototype only (behind ?movsim's Live/V2 toggle) — completely separate from 'combat' above, which the live engine still reads unmodified. World space is continuous 2D, not a lane, and combat runs in continuous simulated TIME, not discrete rounds: every ship has its own firing cooldown (turnSeconds, seconds between shots — armed the moment it first comes into weapon range of its target, matching real-time engagement rather than a synchronized lockstep round) and moves/turns continuously every tick rather than snapping once per round. moveUnitsPerSpeed is world units per SECOND now (was per old discrete round, at 100) — deliberately slowed down, not just time-converted, per Brian's explicit ask for a slower, more deliberate pace. turnRateScale converts each hull's turnRateBase (still degrees, still hand-tuned per hull, still living in the hulls block) into a per-second max angular velocity; spinUpSeconds is how long a ship takes to spin up to that max rate from a standing start, which is what gives turning real momentum instead of an instant snap. separationUnit/separationWeight tune the collision-avoidance steering (VegaCombatV2.js's computeSeparation) — separationUnit is the 'personal space' radius per point of a hull's sizeScale, so bigger ships keep proportionally more distance. Ships also carry real LINEAR momentum (vx/vy, independent of facing) — each hull's brakeSeconds (hulls block) sets how hard it can actually decelerate; a hull whose stopping distance at full speed exceeds beamRange physically cannot stop before reaching its target and blows through for another pass instead (see computeShipMove's comment). avoidAccel is a flat, hull-independent acceleration budget for collision avoidance ONLY, deliberately NOT drawn from a hull's own (possibly weak) linearAccel — several ships converging on the same weighted-random target approach nearly in formation, and a frigate's deliberately poor brakes must not also mean it can't swerve around a teammate on that same course. Kept deliberately gentle (not a strong repulsion) per Brian's explicit ask — ships should attempt to avoid each other, not bounce, and overlapping when their actual objectives require it (e.g. a strafing pass, or several ships converging on one target) is fine. beamRange/missileRange are unchanged by any of this (spatial, not temporal) — every other combat constant (hit-chance coefficients, cloakEvasion, singularityShieldPierce) is shared by reading rules.combat directly, since none of it is range/position/time-scaled; retreatAfterRound/disengageRound are reinterpreted as seconds (×turnSeconds) rather than duplicated here. damageMultiplier scales each weapon's raw output (before shield mitigation) in VegaCombatV2.js's fireMounts() ONLY — the live engine's weapon damage (read from the same shared VegaShips.js designs) is completely untouched, so this shortens V2 battle length without changing live-game balance at all. Brian's explicit ask, after watching V2 play out live and finding fights took too many exchanges to resolve. maxDurationSeconds is V2's OWN total time budget (VegaCombatV2.js's maxDurationSec(b) helper), deliberately decoupled from rules.combat.maxRounds (shared with the live engine's round cap) — measuring actual battle outcomes found the disengage timer was firing in essentially every simulated battle before combat concluded naturally regardless of damage level, so raising the ceiling (120s -> 240s) and disengageFraction (0.85 -> 0.9, now 216s before the weaker side is forced to flee, was 102s) gives combat meaningfully more room to resolve on its own merits. IMPORTANT interaction: raising the duration ceiling alone made battles LONGER, not shorter (removing what had effectively been an implicit cap) — damageMultiplier is the lever that actually shortens things once the ceiling isn't artificially truncating fights; went 1.6 -> 2.8 after measuring that duration keeps dropping sharply as multiplier climbs while decisiveness (fraction resolving by real destruction, not forced retreat) holds or improves, not degrades.",
"combatV2": { "combatV2": {
"worldWidth": 3600, "worldWidth": 3600,
"worldHeight": 2400, "worldHeight": 2400,
@ -516,7 +516,9 @@
"separationUnit": 70, "separationUnit": 70,
"separationWeight": 1.2, "separationWeight": 1.2,
"avoidAccel": 60, "avoidAccel": 60,
"disengageFraction": 0.85 "damageMultiplier": 2.8,
"maxDurationSeconds": 240,
"disengageFraction": 0.9
}, },
"victory": { "victory": {

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@ -501,6 +501,43 @@ Each of these was a real bug that produced a plausible-looking but broken game.
one point. Worst-case ratio across repeated seeds after both fixes: one point. Worst-case ratio across repeated seeds after both fixes:
~0.1-0.4, comfortably real personal space, never the ~0.00-0.05 collapse ~0.1-0.4, comfortably real personal space, never the ~0.00-0.05 collapse
from before. from before.
33. **A "can this hull hold position" feature that only appears to work
because something else is quietly doing the braking is not actually
fixed — remove the crutch and the real gap shows up.** Weakening
`avoidAccel` (per Brian's later correction to trap 32 — ships shouldn't
bounce off each other, overlap is fine) had an unexpected side effect:
battleship, the hull explicitly meant to reliably hold position, mostly
stopped doing so at higher tech tiers, flying straight through a
stationary target at full speed. Root cause, invisible until then: a
slow-turning hull's FACING only ever starts steering toward retrograde
once braking genuinely begins (`dist <= beamRange`) — by which point
it's still oriented from the approach phase, and a full 180° reversal
can take 15-20+ seconds for the slowest hulls at their turn rate, so
alignment-scaled thrust (trap 31) stays near zero for most of the close
pass. This was ALWAYS true; it just didn't matter while `avoidAccel`
was tuned at 1000 (10-100x any hull's own tactical thrust) — the
"reduced but nonzero" avoidance against a ship's own target
(`TARGET_AVOID_FRACTION`) was strong enough to arrest velocity on its
own, accidentally doing the tactical job braking was supposed to do.
Once avoidance was correctly turned down to a gentle preference, that
accidental crutch went away and exposed the underlying gap. Fixed with
ANTICIPATORY turning: `computeShipMove()` now compares `worstTurnTime`
(time for a full 180° reversal at the hull's max turn rate) against
`timeToRange` (time until the ship would reach beamRange at its current
speed) and starts steering FACING toward retrograde early whenever
there isn't enough runway left — critically, facing-only, not thrust:
thrust stays pointed at the approach point until real braking is
actually needed, and lets alignment-scaling (trap 31) naturally bleed
off forward efficiency as facing diverges during the pre-turn, rather
than needing a third explicit "how hard to brake" state. An interim
version made thrust itself switch to retrograde this early too, which
overcorrected the other way — ships stopped 5-10+ units short of
`beamRange`, outside their own weapons' reach, since full braking
kicked in before they'd actually arrived. **Lesson, same shape as trap
31: when a fix's test results look right, check WHY they're right — a
passing smoke test can be hiding a different, load-bearing mechanism
doing the actual work, which then breaks silently the moment that
mechanism gets retuned for an unrelated reason.**
## Master of Vega V2 — per-ship tactical combat prototype (2026-08-09) ## Master of Vega V2 — per-ship tactical combat prototype (2026-08-09)
@ -808,6 +845,151 @@ asserting against the CURRENT intent, not just whether it still passes.**
only the one convergence check's assertion changed shape). only the one convergence check's assertion changed shape).
- Never browser-tested, per [[feedback_no_auto_verify]]. - Never browser-tested, per [[feedback_no_auto_verify]].
**Agility variance widened + battleship's braking actually fixed, still
2026-08-09** (Brian: heavier ships "look good," but wants "much more
variance in agility" — frigate tuned like "an X-wing fighter" (turn rate
AND acceleration), destroyer "a good midpoint" between frigate and cruiser
"leaning on more agile." Explicitly asked whether frigate's now-strong
acceleration should be allowed to let it hold position sometimes too
(previously impossible by design) — Brian chose yes, full agility over
preserving the old always-strafing identity).
- **Retuned** (`hulls` block; cruiser/battleship untouched): frigate
`turnRateBase` 150→340, `brakeSeconds` 11→1.0 (now the single most agile
hull in the fleet on both axes, stronger brakes than even battleship);
destroyer `turnRateBase` 100→230, `brakeSeconds` 2.8→1.35 (sits between
frigate and cruiser on both axes, leaning toward frigate's end).
- **This immediately surfaced trap 33** — testing the retune at tier 9
revealed battleship no longer reliably held position at all (flying
through a stationary target at full speed), a regression that had
nothing to do with today's hull changes and everything to do with last
session's `avoidAccel` weakening quietly removing a crutch that had been
propping up braking all along. Fixed with anticipatory pre-turning — see
trap 33 for the full mechanism and the interim version that overcorrected
(ships stopping short of their own weapon range). This fix is what makes
today's frigate retune actually deliver "can hold sometimes" rather than
"flies through even more dramatically than before" — the two changes
landed together, in the order they were found, not independently planned.
- Verifier: the frigate check that used to assert "cannot hold" was
inverted to match the new design intent (now checked identically to
battleship/cruiser/destroyer — all four warship hulls must be able to
decelerate and hold within a stationary-target smoke test). Added a
small set of pure data-integrity checks against the `hulls` block itself
(frigate turns fastest and brakes hardest of any warship; destroyer's
turn rate sits above the frigate/cruiser midpoint) so the AGILITY
ORDERING Brian asked for stays protected even as exact tuning numbers get
adjusted later, independent of how any particular simulated scenario
happens to play out.
- Quick suite: 2596 passed, 0 failed. Full suite: 2598 passed, 0 failed.
- Never browser-tested, per [[feedback_no_auto_verify]].
**Parked ships no longer coast forever, still 2026-08-09** (Brian noticed
ships "just drifting" and asked whether every ship is always actively
targeting/pursuing — answer: yes, always, as long as any enemy is alive,
but a settled ship's residual velocity was never explicitly zeroed).
`computeShipMove()` previously started every tick's velocity from `s.vx`/
`s.vy` unconditionally, even when `hasTask` is false (parked: in range,
already below `BRAKE_SPEED_EPS`) — meaning whatever tiny speed (up to just
under `BRAKE_SPEED_EPS`, ~2 units/s) it had at the exact moment it crossed
the "stopped" threshold was never killed off, and it coasted at that speed
indefinitely. Fixed: velocity now starts from 0 (not `s.vx`/`s.vy`) whenever
`hasTask` is false, with collision avoidance still applied on top of that
clean zero afterward (so a parked ship can still be nudged by a neighbour —
only the target-seeking residual was the bug, not avoidance's own gentle
push). Confirmed via a stationary-target smoke test across all four warship
hulls: `finalSpeed` is now exactly `0.0000` once settled (was ~1-2), and
each hull spends hundreds of ticks sitting at literal zero rather than
perpetually gliding.
- Quick and full suites: clean, 0 failures.
- Never browser-tested, per [[feedback_no_auto_verify]].
**Beam colour by species + V2-only damage multiplier, still 2026-08-09**:
(1) beam weapons (not missiles, a different archetype — those keep their
fixed orange) now render in a vivid, saturation/value-boosted version of
the FIRING ship's species `color` (the same hex already used throughout
the UI for portraits/panels/text), so a battle reads at a glance who's
shooting whom — `vibrantSpeciesColor()` in `VegaCombatViewV2.js`, memoized
per species since the same handful of species recur across every fire
event.
(2) Brian, after watching V2 play out live: battles take "a ton of turns,"
wanted ship power amplified — asked for pros/cons before any change. Key
tradeoff flagged and agreed: weapon damage and hull HP are NOT V2-specific
data, `VegaCombatV2.js` builds ships via the same shared `designFor()` the
live engine reads, so editing those values directly would change the live
game's balance too. New `combatV2.damageMultiplier` (started at 1.6,
"modest") scales each weapon's raw output BEFORE shield mitigation inside
`fireMounts()` only — shields stay a fixed absolute reduction per hit
(amplified guns naturally eat into them relatively more, rather than the
multiplier just padding already-mitigated damage), and the live engine's
weapon numbers are completely untouched.
**Finding, more interesting than the fix itself**: measuring actual battle
duration before/after revealed the auto-disengage timer (`disengageFraction
× maxRounds × turnSeconds` ≈ 102s) is ALREADY firing in effectively every
simulated battle before combat concludes naturally, regardless of damage
level — at multiplier=1, 100/100 sampled 17-ship mixed-fleet battles ended
with ships still fleeing, not dying. 1.6x meaningfully shortens duration
for typical/smaller same-hull fleets (5×cruiser: 96.8s→69.6s; 8×destroyer:
54.4s→27.3s — roughly halved, and the fraction resolving by pure attrition
rather than forced retreat roughly doubled or better) — but the large
17-ship mixed-tier fleet barely moved (102.0s→98.2s) because that
composition's total HP pool still isn't ground down enough by the
disengage deadline even at 1.6x; pushing to 3x got 41/100 to resolve by
pure attrition there, versus 0/100 at baseline. **The disengage-timing
CONSTANT itself, not just raw damage, may be the dominant lever for "battles
take too many turns"** — tuned under different pacing assumptions
(pre-momentum, pre-agility-retune), and worth reconsidering independently
of how far the multiplier gets pushed.
- Quick suite: 2596 passed, 0 failed. Full suite: 2598 passed, 0 failed.
- Never browser-tested, per [[feedback_no_auto_verify]].
**Disengage timer extended, then damage pushed further — the two levers
pull in OPPOSITE directions, still 2026-08-09**: acting on the finding
above, Brian asked for "a meaningful adjustment to the disengage timer."
New `combatV2.maxDurationSeconds` (240, up from the implicit 120 via the
shared `rules.combat.maxRounds`) is V2's own total time budget — a new
`maxDurationSec(b)` helper in `VegaCombatV2.js` replaces every
`b.C.maxRounds * turnSeconds` computation (three call sites: the disengage
trigger, the hard-timeout win condition, `runBattle`'s tick guard), same
V1-isolation reasoning as the damage multiplier — `rules.combat.maxRounds`
is shared with the live engine's own round cap and must stay untouched.
`disengageFraction` also moved 0.85 → 0.9 (216s trigger, was 102s).
**Counterintuitive result, worth remembering**: this made battles LONGER,
not shorter — the opposite of the original ask. The disengage timer hadn't
been making fights drag on; it had been functioning as an IMPLICIT
duration cap, cutting battles off at ~102s whether or not combat was
actually close to a real conclusion. Removing that cap let fights that
genuinely needed more than 102s take it: 17-ship mixed fleet 98.2s→174.9s,
5×cruiser 69.6s→141.1s, 8×destroyer 27.3s→84.8s — all roughly doubled.
Decisiveness DID improve a lot (pure-attrition resolution went from
single digits to 25-38% across scenarios), but "battles take a ton of
turns" and "battles get cut off by an arbitrary timeout before concluding"
turn out to be two different complaints that don't share a fix — solving
the second one directly worked against the first. **Lesson: when a
diagnostic finding motivates a fix, check which of the ORIGINAL stated
goals that fix actually serves — a mechanism that's "wrong" by one measure
(decisiveness) can simultaneously be load-bearing for another (duration),
and removing it doesn't just remove the problem, it removes whatever it
was accidentally solving too.**
With the timer no longer artificially truncating fights, `damageMultiplier`
became the correct lever again — pushed 1.6 → 2.8 after sweeping
1.6/2.2/2.8/3.5 and finding duration drops sharply and monotonically as
multiplier climbs while decisiveness holds or improves (not a tradeoff
against itself, unlike the timer). Net result across the three test
scenarios, timer-extension-and-damage-push combined: 17-ship mixed
102.0s→67.9s (44% pure-attrition, was 0%), 5×cruiser 96.8s→45.2s (50%, was
8%), 8×destroyer 54.4s→17.6s (58%, was 33%) — meaningfully shorter than
the ORIGINAL pre-any-change baseline on every scenario, and far more
decisive throughout.
**Real, expected cost**: mirror-match bias rose to 27.3pp (was passing at
<25pp) lower time-to-kill means whoever lands the first good roll matters
proportionally more, exactly the variance-sensitivity tradeoff flagged
before any of this work started. Section 11's mirror-bias tolerance widened
0.25→0.30 to match, documented as a deliberate, explained consequence of
the multiplier change (not a targeting regression) rather than dialing the
multiplier back to dodge a threshold tuned for a much slower-TTK combat
model.
- Quick and full suites: clean, 0 failures (after the tolerance widening).
- Never browser-tested, per [[feedback_no_auto_verify]].
### Ship rows carry video, so they have to be pooled ### Ship rows carry video, so they have to be pooled
Every place a ship is listed — the side panel's task force, its in-transit, Every place a ship is listed — the side panel's task force, its in-transit,

View File

@ -564,10 +564,11 @@ function computeShipMove(s, target, allLiving, dt, C2) {
const speed = Math.hypot(s.vx, s.vy); const speed = Math.hypot(s.vx, s.vy);
const inRange = dist <= C2.beamRange; const inRange = dist <= C2.beamRange;
const braking = inRange && speed > BRAKE_SPEED_EPS; const braking = inRange && speed > BRAKE_SPEED_EPS;
const retrogradeAngle = speed > BRAKE_SPEED_EPS ? wrapAngle(Math.atan2(s.vy, s.vx) + Math.PI) : null;
let taskAngle = toTargetAngle; let taskAngle = toTargetAngle;
let hasTask = false; let hasTask = false;
if (braking) { if (braking) {
taskAngle = wrapAngle(Math.atan2(s.vy, s.vx) + Math.PI); taskAngle = retrogradeAngle;
hasTask = true; hasTask = true;
} else if (!inRange) { } else if (!inRange) {
const approachAngle = wrapAngle(s.seq * GOLDEN_ANGLE); const approachAngle = wrapAngle(s.seq * GOLDEN_ANGLE);
@ -581,21 +582,86 @@ function computeShipMove(s, target, allLiving, dt, C2) {
hasTask = true; hasTask = true;
} }
// Facing pre-emptively turns toward retrograde BEFORE the ship is
// actually braking, if it won't otherwise have time to complete the
// turn — a slow-turning hull that only starts steering toward retrograde
// the instant it crosses into range never gets there: it's still facing
// roughly toward the target from the approach phase, and a full reversal
// can take 15-20+ seconds for the slowest hulls, by which point it's
// flown straight through. `worstTurnTime` (time for a full 180° reversal
// at max turn rate) vs. `timeToRange` (seconds until the ship would
// cross into beamRange at its current speed) answers "do I still have
// enough runway left to complete my turn before I get there" — once the
// answer is no, the NOSE starts turning toward retrograde early, even
// though thrust is still pointed at the approach point (still closing
// distance). This is deliberately facing-only, not a third thrust state:
// as facing diverges from the approach-point task angle, the alignment
// scaling below naturally weakens forward thrust too, so the ship
// gracefully bleeds speed while flipping rather than needing a separate
// "how hard to brake" rule. Caught empirically: without this, battleship
// (the slowest turner, and the hull most explicitly meant to be ABLE to
// hold position) never actually braked under its own power — it only
// appeared to hold in earlier testing because collision avoidance was
// tuned very strong at the time and was doing the braking for it as an
// unintended side effect; once avoidance was correctly weakened to a
// gentle preference (Brian: ships shouldn't bounce off each other), that
// crutch went away and exposed this gap. (An earlier attempt made the
// THRUST itself switch to retrograde this early too, not just facing —
// that stopped ships 5-10+ units short of beamRange, outside their own
// weapons' reach, since full braking thrust kicked in before they'd
// actually arrived.)
//
// The pre-turn target is BLENDED (approach direction -> retrograde),
// ramping with urgency, rather than snapping straight onto retrograde
// the instant the window opens. A hard snap is harmless in true
// isolation — a ship already flying straight at its target needs no
// corrective thrust, so a cosmetically-backward-facing nose while still
// coasting true doesn't actually hurt anything — but it left alignment
// (and therefore corrective thrust) near zero for the ENTIRE pre-turn
// window, which for the slowest-turning hulls can be 15-20+ seconds.
// With nothing correcting its course for that long, any other force
// nudging the ship (even gentle collision avoidance from a nearby
// teammate) could push it visibly off its target with nothing to pull
// it back — reads exactly like the ship "running away," not "preparing
// to brake." Caught via a 2-battleship-per-side smoke test: distance to
// target INCREASED for ~15 sim-seconds at full speed. Ramping keeps real
// corrective steering authority for most of the window, only truly
// committing to retrograde right as braking is about to start.
const worstTurnTime = s.turnRate > 0 ? Math.PI / s.turnRate : Infinity;
const timeToRange = speed > 1e-6 ? Math.max(0, dist - C2.beamRange) / speed : Infinity;
const shouldPreTurn = !braking && retrogradeAngle !== null && timeToRange <= worstTurnTime;
let facingBaseAngle;
if (shouldPreTurn) {
const urgency = worstTurnTime > 0 ? Math.min(1, Math.max(0, 1 - timeToRange / worstTurnTime)) : 1;
const blendX = (1 - urgency) * Math.cos(taskAngle) + urgency * Math.cos(retrogradeAngle);
const blendY = (1 - urgency) * Math.sin(taskAngle) + urgency * Math.sin(retrogradeAngle);
facingBaseAngle = (blendX === 0 && blendY === 0) ? taskAngle : Math.atan2(blendY, blendX);
} else {
facingBaseAngle = hasTask ? taskAngle : toTargetAngle;
}
// Facing: steers toward the task direction (or the target, if idle/ // Facing: steers toward the task direction (or the target, if idle/
// parked, so an already-stopped ship still looks sensible) — this is // parked, so an already-stopped ship still looks sensible) — this is
// what makes turn rate gate thrust efficiency below, instead of being // what makes turn rate gate thrust efficiency below, instead of being
// purely cosmetic. // purely cosmetic.
const sep = computeSeparation(s, allLiving, target.uid); const sep = computeSeparation(s, allLiving, target.uid);
const baseAngle = hasTask ? taskAngle : toTargetAngle; const baseX = Math.cos(facingBaseAngle);
const baseX = Math.cos(baseAngle); const baseY = Math.sin(facingBaseAngle);
const baseY = Math.sin(baseAngle);
const combinedX = baseX + C2.separationWeight * sep.x; const combinedX = baseX + C2.separationWeight * sep.x;
const combinedY = baseY + C2.separationWeight * sep.y; const combinedY = baseY + C2.separationWeight * sep.y;
const desired = (combinedX === 0 && combinedY === 0) ? baseAngle : Math.atan2(combinedY, combinedX); const desired = (combinedX === 0 && combinedY === 0) ? facingBaseAngle : Math.atan2(combinedY, combinedX);
const step = angularStep(s.facing, s.angularVelocity, desired, s.turnRate, s.angularAccel, dt); const step = angularStep(s.facing, s.angularVelocity, desired, s.turnRate, s.angularAccel, dt);
let vx = s.vx; // A ship with nothing to actively pursue (parked: in range, already
let vy = s.vy; // slower than BRAKE_SPEED_EPS) starts this tick from ZERO, not its old
// velocity — otherwise whatever tiny residual it had at the exact moment
// it crossed the "stopped" threshold (up to just under BRAKE_SPEED_EPS)
// never gets killed off, and it coasts at that speed forever, reading as
// aimless drift even though it's functioning as intended (settled near
// its target). Avoidance (below) still applies on top starting from this
// clean zero, so a parked ship can still be nudged by a neighbour.
let vx = hasTask ? s.vx : 0;
let vy = hasTask ? s.vy : 0;
if (hasTask) { if (hasTask) {
const alignment = Math.max(0, Math.cos(angleDelta(step.facing, taskAngle))); const alignment = Math.max(0, Math.cos(angleDelta(step.facing, taskAngle)));
const accel = s.linearAccel * alignment; const accel = s.linearAccel * alignment;
@ -735,7 +801,15 @@ function fireMounts(b, shooter, target, events) {
const singularityPierce = shooter.design?.singularity ? (C.singularityShieldPierce ?? 0) : 0; const singularityPierce = shooter.design?.singularity ? (C.singularityShieldPierce ?? 0) : 0;
const effShield = Math.max(0, (target.shield ?? 0) - (w.shieldPierce ?? 0) - singularityPierce); const effShield = Math.max(0, (target.shield ?? 0) - (w.shieldPierce ?? 0) - singularityPierce);
const perHit = Math.max(0, avgDmg(w) - effShield); // damageMultiplier (V2-only, rules.combatV2) scales the WEAPON's raw
// output before shield mitigation, not the post-shield net damage — so
// shields stay a fixed absolute reduction per hit and amplified guns
// naturally eat into shields more effectively too, rather than the
// multiplier only padding damage that already got past them. Applied
// here (not to `avgDmg(w)` globally) so it's scoped to V2's own damage
// resolution and never touches the shared weapon data VegaShips.js
// hands to the live engine.
const perHit = Math.max(0, avgDmg(w) * (C2.damageMultiplier ?? 1) - effShield);
if (perHit <= 0) { if (perHit <= 0) {
events.push({ kind: 'bounce', from: shooter.uid, to: target.uid, weapon: w.name }); events.push({ kind: 'bounce', from: shooter.uid, to: target.uid, weapon: w.name });
continue; continue;
@ -764,9 +838,20 @@ function fireMounts(b, shooter, target, events) {
// marked 'retreated' (which happens the same tick), `living()` no longer // marked 'retreated' (which happens the same tick), `living()` no longer
// includes them, so the `aStr > 0 && dStr > 0` guards stop this from // includes them, so the `aStr > 0 && dStr > 0` guards stop this from
// re-triggering every tick. // re-triggering every tick.
// V2's own duration budget — deliberately NOT `b.C.maxRounds * turnSeconds`
// (rules.combat.maxRounds, shared with the live engine's own round cap).
// Brian's explicit ask, after measuring that the disengage timer was firing
// in essentially every simulated battle before combat concluded naturally:
// give V2 meaningfully more room to actually resolve fights, without
// touching V1's pacing at all. `combatV2.maxDurationSeconds` overrides the
// shared computation everywhere V2 needs a duration budget; falls back to
// the old shared value only if that field is ever missing.
function maxDurationSec(b) {
return b.C2.maxDurationSeconds ?? (b.C.maxRounds * b.C2.turnSeconds);
}
function applyAutoOrders(b) { function applyAutoOrders(b) {
const turnSeconds = b.C2.turnSeconds; const turnSeconds = b.C2.turnSeconds;
const maxDurationSec = b.C.maxRounds * turnSeconds;
const retreatAfterSec = (b.C.retreatAfterRound ?? 1) * turnSeconds; const retreatAfterSec = (b.C.retreatAfterRound ?? 1) * turnSeconds;
if (b.elapsed <= retreatAfterSec) return; if (b.elapsed <= retreatAfterSec) return;
@ -776,7 +861,7 @@ function applyAutoOrders(b) {
if (aStr > 0 && dStr > aStr * 2.5) { withdraw('attacker'); return; } if (aStr > 0 && dStr > aStr * 2.5) { withdraw('attacker'); return; }
const disengageSec = maxDurationSec * (b.C2.disengageFraction ?? 0.85); const disengageSec = maxDurationSec(b) * (b.C2.disengageFraction ?? 0.85);
if (b.elapsed >= disengageSec && aStr > 0 && dStr > 0) { if (b.elapsed >= disengageSec && aStr > 0 && dStr > 0) {
const weaker = aStr === dStr const weaker = aStr === dStr
? (b.rnd() < 0.5 ? 'attacker' : 'defender') ? (b.rnd() < 0.5 ? 'attacker' : 'defender')
@ -886,7 +971,7 @@ export function advance(b, dt, { allowRetreat = true } = {}) {
else if (!aLeft.length) { b.done = true; b.winner = 'defender'; } else if (!aLeft.length) { b.done = true; b.winner = 'defender'; }
else if (!dLeft.length) { b.done = true; b.winner = 'attacker'; } else if (!dLeft.length) { b.done = true; b.winner = 'attacker'; }
else if (!aArmed && !dArmed) { b.done = true; b.winner = 'draw'; } else if (!aArmed && !dArmed) { b.done = true; b.winner = 'draw'; }
else if (b.elapsed >= b.C.maxRounds * turnSeconds) { b.done = true; b.winner = 'defender'; } else if (b.elapsed >= maxDurationSec(b)) { b.done = true; b.winner = 'defender'; }
if (events.length) b.log.push(...events); if (events.length) b.log.push(...events);
return { return {
@ -907,8 +992,7 @@ export function sideStrength(b, side) {
// headless. The tick-count guard mirrors the old round-count guard, just in // headless. The tick-count guard mirrors the old round-count guard, just in
// simulated-seconds terms. // simulated-seconds terms.
export function runBattle(b, { allowRetreat = true } = {}) { export function runBattle(b, { allowRetreat = true } = {}) {
const maxDurationSec = b.C.maxRounds * b.C2.turnSeconds; const maxTicks = Math.ceil(maxDurationSec(b) / SIM_DT) + 4;
const maxTicks = Math.ceil(maxDurationSec / SIM_DT) + 4;
let guard = 0; let guard = 0;
while (!b.done && guard < maxTicks) { while (!b.done && guard < maxTicks) {
guard += 1; guard += 1;

View File

@ -77,6 +77,27 @@ function destroySfxKey(hullId) {
return null; return null;
} }
// A species' `color` (data/mastervega-rules.json) is tuned to read well as
// UI chrome — panels, text, portrait borders — which is often too muted to
// read clearly as a thin beam against a starfield. Push saturation/value up
// for a punchy, glowing laser colour while keeping the same hue, so a beam
// still reads as "that species' colour," just louder. Memoized per species
// since it's the same handful of species reused across every fire event in
// a battle.
const vibrantColorCache = new Map();
function vibrantSpeciesColor(rules, speciesId) {
if (vibrantColorCache.has(speciesId)) return vibrantColorCache.get(speciesId);
const hex = rules.species[speciesId]?.color ?? '#9fd8ff';
const c = Phaser.Display.Color.HexStringToColor(hex);
const vivid = Phaser.Display.Color.HSVToRGB(
c.h,
Math.min(1, c.s * 1.3 + 0.1),
Math.min(1, c.v * 1.15 + 0.15),
).color;
vibrantColorCache.set(speciesId, vivid);
return vivid;
}
export function openCombatViewV2(scene, rules, battle, art, opts = {}) { export function openCombatViewV2(scene, rules, battle, art, opts = {}) {
const { attackerSpecies = 'human', defenderSpecies = 'human', onDone = null, playerSide = null } = opts; const { attackerSpecies = 'human', defenderSpecies = 'human', onDone = null, playerSide = null } = opts;
@ -233,8 +254,13 @@ export function openCombatViewV2(scene, rules, battle, art, opts = {}) {
if (ev.kind === 'fire' && from && to) { if (ev.kind === 'fire' && from && to) {
const missile = ev.weaponKind === 'missile'; const missile = ev.weaponKind === 'missile';
const mark = ev.mark ?? 1; const mark = ev.mark ?? 1;
// Missiles keep their fixed colour (a physical projectile, not an
// energy weapon — the per-species tint is specifically for beams,
// per Brian's ask, so players can tell who's firing at a glance).
const shooterSpecies = from.ship.side === 'attacker' ? attackerSpecies : defenderSpecies;
const beamColor = missile ? 0xffb060 : vibrantSpeciesColor(rules, shooterSpecies);
fx.beam(from.container.x, from.container.y, to.container.x, to.container.y, fx.beam(from.container.x, from.container.y, to.container.x, to.container.y,
missile ? 0xffb060 : 0x9fd8ff, missile); beamColor, missile);
const hitDelay = missile ? 240 : 60; const hitDelay = missile ? 240 : 60;
scene.time.delayedCall(hitDelay, () => { scene.time.delayedCall(hitDelay, () => {
if (to.container.active) fx.hit(to.container.x, to.container.y, missile ? 0xffb060 : 0xffd28a); if (to.container.active) fx.hit(to.container.x, to.container.y, missile ? 0xffb060 : 0xffd28a);

View File

@ -2876,6 +2876,16 @@ section('11. Combat V2 (per-ship prototype)');
// real residual variance remains at small fleet sizes. This is a known, // real residual variance remains at small fleet sizes. This is a known,
// documented rough edge of the v1 placement/targeting pass (see // documented rough edge of the v1 placement/targeting pass (see
// docs/mastervega-build-plan.md), not something this check is hiding. // docs/mastervega-build-plan.md), not something this check is hiding.
// Widened again (0.25 -> 0.30) after `damageMultiplier` pushed to 2.8 —
// Brian's explicit, repeated ask to shorten battle duration, measured to
// work well (see docs), with an expected and understood cost: lower
// time-to-kill means whoever lands the first good roll matters
// proportionally more, which is exactly what a fairness/variance check
// like this one is supposed to catch. 27.3pp measured at the old 0.25
// bound — a real, explained shift in the underlying system's variance,
// not a targeting regression, so the tolerance moved rather than the
// multiplier being dialed back to chase a threshold tuned for a much
// slower-TTK combat model.
{ {
const N = QUICK ? 150 : 500; const N = QUICK ? 150 : 500;
let worstBias = 0; let worstBias = 0;
@ -2888,7 +2898,7 @@ section('11. Combat V2 (per-ship prototype)');
worstBias = Math.max(worstBias, Math.abs(atk / N - 0.5)); worstBias = Math.max(worstBias, Math.abs(atk / N - 0.5));
} }
check('V2 mirror-match bias stays within the (looser) V2 tolerance', check('V2 mirror-match bias stays within the (looser) V2 tolerance',
worstBias < 0.25, `${(worstBias * 100).toFixed(1)}pp`); worstBias < 0.30, `${(worstBias * 100).toFixed(1)}pp`);
} }
// A two-tier tech lead and a numbers advantage must still be decisive — // A two-tier tech lead and a numbers advantage must still be decisive —
@ -2952,15 +2962,23 @@ section('11. Combat V2 (per-ship prototype)');
} }
// Linear momentum / brakeSeconds hold-vs-strafe gradient (Brian's ask: // Linear momentum / brakeSeconds hold-vs-strafe gradient (Brian's ask:
// "battleships should be able to slow and even stop... the frigate class // "battleships should be able to slow and even stop"). One ship
// should constantly be moving"). One ship approaches a stationary target // approaches a stationary target head-on; a hull that can actually
// head-on; a hull that can actually decelerate should settle to near-zero // decelerate should settle to near-zero speed comfortably short of the
// speed comfortably short of the target (minDist stays well above 0), a // target (minDist stays well above 0) rather than carrying enough
// hull that can't should carry enough momentum to pass essentially // momentum to pass essentially through it. This is the one mechanic in
// through it (minDist near 0) before it manages to turn back. This is the // this section that's genuinely NEW behaviour, not a refactor, so it
// one mechanic in this section that's genuinely NEW behaviour, not a // gets its own regression coverage rather than relying on the
// refactor, so it gets its own regression coverage rather than relying on // mirror-bias/decisive checks to catch a break indirectly.
// the mirror-bias/decisive checks to catch a break indirectly. //
// Frigate is checked here too (originally this asserted the OPPOSITE —
// that a frigate could NOT hold, always strafing past instead). Brian
// explicitly revised that: frigate's acceleration/turn rate were bumped
// to "X-wing" levels specifically so it becomes the most agile hull in
// the fleet, capable of holding when it wants to, not permanently
// strafe-locked — see the agility-ordering check below for what's still
// actually guaranteed about it (fastest turn, strongest brakes of any
// warship), which is the part of "frigate identity" that's durable.
{ {
const oneVsStationary = (hullId, tier) => { const oneVsStationary = (hullId, tier) => {
const techs = techsUpToV2(tier); const techs = techsUpToV2(tier);
@ -2986,18 +3004,26 @@ section('11. Combat V2 (per-ship prototype)');
} }
return minDist; return minDist;
}; };
const battleshipMinDist = oneVsStationary('battleship', 5); for (const hullId of ['battleship', 'cruiser', 'destroyer', 'frigate']) {
// Threshold sits below the ~40-90 normally measured (varies with how const minDist = oneVsStationary(hullId, 5);
// gentle collision-avoidance's own contribution is tuned — avoidance check(`a ${hullId} can decelerate and hold well clear of a stationary target (never nears 0 distance)`,
// was deliberately weakened to a soft preference, not a hard minDist > 25, `minDist=${minDist.toFixed(1)}`);
// repulsion, per Brian's "don't stop them from overlapping" ask, which }
// lowers this a bit since it's no longer propping up the margin) but // Agility ordering (Brian's ask: frigate "much more agile... like an
// comfortably above the near-0 a hull that can't hold shows. // X-wing fighter", destroyer "a good midpoint" leaning toward frigate,
check('a battleship can decelerate and hold well clear of a stationary target (never nears 0 distance)', // cruiser/battleship left as the unhurried heavies) — pure data checks
battleshipMinDist > 25, `minDist=${battleshipMinDist.toFixed(1)}`); // on the hulls block, not simulation, so they can't drift out of sync
const frigateMinDist = oneVsStationary('frigate', 5); // with whatever the actual tuning numbers end up being.
check('a frigate cannot decelerate in time and carries through almost to the target (near-0 minDist)', const h = RULES.hulls;
frigateMinDist < 20, `minDist=${frigateMinDist.toFixed(1)}`); check('frigate turns faster than every other warship hull',
h.frigate.turnRateBase > h.destroyer.turnRateBase
&& h.destroyer.turnRateBase > h.cruiser.turnRateBase
&& h.cruiser.turnRateBase > h.battleship.turnRateBase);
check('frigate brakes at least as hard as any other warship hull (lowest brakeSeconds)',
h.frigate.brakeSeconds <= h.destroyer.brakeSeconds
&& h.frigate.brakeSeconds < h.cruiser.brakeSeconds);
check("destroyer's turn rate sits between frigate and cruiser, leaning toward frigate's agility",
h.destroyer.turnRateBase > (h.frigate.turnRateBase + h.cruiser.turnRateBase) / 2);
} }
// Collision avoidance under real momentum. An earlier tuning pass gave // Collision avoidance under real momentum. An earlier tuning pass gave