the first level of waves are too complex, too many simple ennemy vessel arrive at the same time #233
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cb3650e.Measured before changing anything. The two halves of the title needed opposite fixes, and the first one made the second worse.
Too complex. Variety was gated on fleet size alone, so a player who had grown early met two kinds of trouble in the first wave they ever saw — a fleet of four opened on two lancers and three chasers. Each roster entry now carries a
min_waveas well, so the openings teach one enemy at a time whatever the fleet already looks like.That alone pushed wave 1 against a fleet of six from a mixed six to seven chasers — budget that used to buy a lancer now bought two more chasers. So an early wave also has a size ceiling,
2 + wave_number * 2:The cap stops binding by wave 6 and nothing about later balance moves.
"Arrive at the same time" was literal: the whole wave spawned inside one frame as a closed ring around the fleet, which reads as a wall rather than as an attack. The first hull still lands immediately so a wave is never felt as late, and the rest follow every 0.45s. Same enemies, same bearing, same total — they simply do not all exist at once.
Four existing cases objected and each was right to, because they encode intents that still hold later: a large wave must be varied, fleet growth must open more kinds, a wave can field a lancer at all, and killing a wave must bring the quiet back. The first three now ask at a wave number where variety is permitted rather than being weakened. The fourth runs the arrivals out before killing anything, and gained an assertion that doing so adds enemies — which fails if the staggering ever collapses back into one frame.