// combat/balance.js (Lane B) — every combat number. Sibling of flight/tuning.js: that file // decides how ENDO-1 handles, this one decides what the fight is worth. // // Sized against the stub esophagus (flow 14 u/s, playable disc radius ~7..10 u) and against // the player's own numbers: disc top speed 13 u/s, coat 100 with 8/s regen after 2.5 s. export const BALANCE = { // Lysozyme cannon: infinite ammo, heat-limited (GDD). Heat is the whole design — the gun // is free, so the cost has to be time. Sustained fire nets +25 heat/s (11 shots/s × 5.5, // less 30/s cooling) => ~4 s of held fire before lockout, then ~2 s to recover to resumeAt. // Burst and you never see the meter; hold and you're disarmed exactly when it's busiest. cannon: { rof: 11, // shots/s speed: 95, // u/s in world space (closing speed ~75 with player flow) life: 1.15, // s => ~109 u range, comfortably past the fog damage: 12, radius: 0.35, heatPerShot: 5.5, coolRate: 30, // /s overheatAt: 100, resumeAt: 40, // hysteresis — no stutter-firing on the edge of lockout spread: 0.004, // rad, seeded — a hair of life, not a handicap pool: 96, // rof × life = ~13 in flight; 96 covers spikes with room }, // Antacid torpedo: the dual-use secondary (GDD). Also neutralizes an acid zone for ~10 s // via the level:neutralize bus event — A/C consume it. Ammo-limited, pickup-fed (round 2). torpedo: { rof: 0.8, speed: 42, life: 3.2, damage: 45, splash: 9, radius: 0.7, ammo: 6, ammoMax: 6, neutralizeRadius: 14, neutralizeDuration: 10, pool: 8, }, enemies: { // amylase droplet — slow floater with a corrosive contact aura. A soft obstacle: it // doesn't chase, it taxes the lane it sits in. Aura ticks discretely (see enemies.js). floater: { hp: 24, radius: 2.2, score: 100, drift: 1.6, bob: 0.5, auraRadius: 4.2, auraDps: 18, auraTick: 0.2, pool: 24 }, // pepsin — small fast seeker, dissolves on contact. Chases in spline space (s,x,y), so // a pursuit costs three floats. speed 19 > player flow 14: it WILL catch you from // behind, and the answer is to shoot it or boost, not to outrun it at throttle 1.4. seeker: { hp: 14, radius: 1.0, score: 150, speed: 19, turn: 2.4, contact: 16, aggroS: 60, pool: 32 }, // antibody turret (Peyer's patch) — wall-mounted, fires homing darts. Dart turn radius // is speed/turn = 24/1.8 = 13.3 u, wider than the tube itself: it can never corner you, // only punish a straight line. Dodgeable by design (charter). turret: { hp: 40, radius: 1.6, score: 250, fireEvery: 1.9, rangeS: 55, dartSpeed: 24, dartTurn: 1.8, dartLife: 4.5, dartDamage: 14, pool: 12 }, }, darts: { pool: 48, radius: 0.45 }, // Chained kills feed the combo meter (GDD: score × style multiplier; E's music layer // listens). Window is generous enough to cross a fold, tight enough to mean something. combo: { window: 2.5 }, };