tweak: reduce Mini Motorways difficulty and slow pacing
- Increase week duration (55s → 70s) and delay color unlocks - Lower house/building caps (30→20, 12→8) and slow car speed (3.0→2.5) - Increase house/building spawn intervals and slow pin accumulation - Start with 1 color instead of 2 for a gentler learning curve
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@ -14,17 +14,17 @@ export const COLOR_HEX = {
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};
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};
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export const TUNE = {
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export const TUNE = {
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WEEK_MS: 55000,
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WEEK_MS: 70000,
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SUBSTEP_MS: 50,
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SUBSTEP_MS: 50,
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CAR_CAP: 60,
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CAR_CAP: 60,
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HOUSE_CAP: 30,
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HOUSE_CAP: 20,
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BUILDING_CAP: 12,
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BUILDING_CAP: 8,
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CAR_SPEED: 3.0, // cells / second
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CAR_SPEED: 2.5, // cells / second
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HEADWAY: 0.65, // minimum gap behind the car ahead, in cells
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HEADWAY: 0.65, // minimum gap behind the car ahead, in cells
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DWELL_MS: 1000,
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DWELL_MS: 1000,
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COOLDOWN_MS: 2000,
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COOLDOWN_MS: 2000,
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PIN_MS_BASE: 12500, // pin interval = max(MIN, BASE * DECAY^week)
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PIN_MS_BASE: 18000, // pin interval = max(MIN, BASE * DECAY^week)
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PIN_MS_DECAY: 0.96,
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PIN_MS_DECAY: 0.94,
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PIN_MS_MIN: 3500,
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PIN_MS_MIN: 3500,
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PIN_GRACE_MS: 15000, // new buildings wait this long before pin #1
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PIN_GRACE_MS: 15000, // new buildings wait this long before pin #1
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PIN_CAP: 12,
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PIN_CAP: 12,
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@ -32,12 +32,12 @@ export const TUNE = {
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OVERFLOW_MS: 35000, // full ring → game over
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OVERFLOW_MS: 35000, // full ring → game over
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OVERFLOW_DRAIN: 2, // ring drains at 2x fill rate while pins < 8
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OVERFLOW_DRAIN: 2, // ring drains at 2x fill rate while pins < 8
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DELIVERY_RELIEF: 0.06, // each delivery knocks the ring down a touch
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DELIVERY_RELIEF: 0.06, // each delivery knocks the ring down a touch
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HOUSE_MS_BASE: 9000,
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HOUSE_MS_BASE: 25000,
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HOUSE_MS_DECAY: 0.95,
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HOUSE_MS_DECAY: 0.85,
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HOUSE_MS_MIN: 5000,
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HOUSE_MS_MIN: 12000,
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BUILDING_MS_BASE: 85000,
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BUILDING_MS_BASE: 120000,
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BUILDING_MS_DECAY: 0.93,
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BUILDING_MS_DECAY: 0.88,
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BUILDING_MS_MIN: 50000,
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BUILDING_MS_MIN: 70000,
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START_ROADS: 30,
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START_ROADS: 30,
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WEEK_ROADS: 12,
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WEEK_ROADS: 12,
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UPGRADE_ROADS: 10,
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UPGRADE_ROADS: 10,
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@ -49,7 +49,7 @@ export const TUNE = {
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ROUNDABOUT_CAP: 2,
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ROUNDABOUT_CAP: 2,
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DISPATCH_MS: 500,
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DISPATCH_MS: 500,
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SECOND_CAR_WEEK: 2, // houses gain a second car from this week on
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SECOND_CAR_WEEK: 2, // houses gain a second car from this week on
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COLOR_UNLOCK_WEEKS: [0, 0, 2, 4, 7, 10],
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COLOR_UNLOCK_WEEKS: [0, 0, 3, 5, 8, 11],
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GROWTH: [
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GROWTH: [
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{ week: 0, w: 20, h: 12 },
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{ week: 0, w: 20, h: 12 },
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{ week: 3, w: 26, h: 16 },
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{ week: 3, w: 26, h: 16 },
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@ -312,8 +312,8 @@ export class Sim {
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this.houseT = this.houseInterval();
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this.houseT = this.houseInterval();
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this.buildingT = this.buildingInterval();
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this.buildingT = this.buildingInterval();
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// Week 0 opens with two colours, each seeded with a destination and homes.
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// Week 0 opens with one colour, each seeded with a destination and homes.
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this.unlockColors(2);
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this.unlockColors(1);
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}
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}
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// ── Small helpers ────────────────────────────────────────────────────────────
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// ── Small helpers ────────────────────────────────────────────────────────────
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