orbit/js/combat
Brian Fertig e7b76ceccf Scale faction enemy damage and armor by player level
- Add combat.factionScaling config: linear ramp from 1.2x damage / 2.0x armor at level 10 to the shipped 2.0x / 3.5x at level 35, clamped at both ends
- Implement isFactionType and factionScaleForLevel in EnemyTypes.js; extend enemyTypeConfig to accept a level and apply the ramp to weapon.damage, hull, and shields for faction roster fighters only (pirates, neutrals, transport stay flat)
- CombatSystem.spawnEnemy now passes the player's XP level so faction enemies scale with progression
- Gate GameScene escort rendezvous logic on originSystemId match before checking proximity, preventing convoy link in the wrong system
- Add dev tests covering ramp math at levels 0/10/20/35/99, per-fighter consistency, flat ramDamage/xp, and non-faction exclusion
2026-10-02 18:11:54 -06:00
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Aiming.js
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Bullet.js
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CamShake.js
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Combat.js
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CombatHud.js
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CombatScene.js
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CombatSfx.js
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CombatSystem.js Scale faction enemy damage and armor by player level 2026-10-02 18:11:54 -06:00
DuelPicker.js
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Encounters.js Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
EnemyAbilities.js Add Mindweave bullet homing and all-hostile ability targeting 2026-09-30 17:54:03 -06:00
EnemyShip.js
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EnemyTypes.js Scale faction enemy damage and armor by player level 2026-10-02 18:11:54 -06:00
Fx.js
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Missile.js
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NeutralShip.js
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StarDrift.js
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TransportShip.js
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Waves.js
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Weapons.js Add faction crossfire: rivals shoot each other in war-zones 2026-09-30 16:57:52 -06:00
XpManager.js
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main.js
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