orbit/js
Brian Fertig 8a85ec9fff Tune level-6+ encounters and bounty tiers with weighted rosters and XP s
- Combat bands split at level 6 (5–7), 9–12, and 13+ (9–12 cap) with
  weighted pirate rosters; compose() now draws `pirateTypes` from the band
  roster and GameScene uses it when spawning one-shots.
- Patrol encounters gain tiered bands (levels 6+) with mixed rosters,
  fatter rolling waves (up to 20 deep / 6 concurrent), contact-count odds
  overrides, and per-tier `xpScale` dials; legacy array rosters normalize
  to the weighted table.
- Bounty hunts replace the stubbed marksman band with tuned tiers
  (marksman 6–10, deadeye 11–14, apex 15+): growing pickets and escorts,
  escort roster mixes, elite armor/damage scales 3×–4×, and `xpScale`
  trims so payout pace tracks the curve.
- Tests updated to assert the new band shapes, roster draws, XP scaling,
  and tier resolution; skills-bar screenshots refreshed.
2026-09-27 19:45:57 -06:00
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build
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combat Tune level-6+ encounters and bounty tiers with weighted rosters and XP s 2026-09-27 19:45:57 -06:00
comms
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config
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dev
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economy
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entities
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galaxy
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mining
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player
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quests Tune level-6+ encounters and bounty tiers with weighted rosters and XP s 2026-09-27 19:45:57 -06:00
reputation
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research
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save
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scan
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scenes Tune level-6+ encounters and bounty tiers with weighted rosters and XP s 2026-09-27 19:45:57 -06:00
ship
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skills
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tether
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ui
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utils
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vendor
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vignettes
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visuals
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main.js
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