balance(doomsday-clock): reshape wave cadence — flatten the front, steepen the endgame#2
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…eepen the endgame Per-wave ramps/pauses (was a single uniform ramp/pause for all six waves) so the required-share curve can be SHAPED, not just paced. Why (OFM 2026 Summer data): under the uniform cadence ~75% of eliminations fell in the first half while the last third saw only ~7% — a rushed early game (worst in big lobbies, where it disproportionately culled weaker/newer players) followed by a drawn-out endgame stalemate. 85% of deaths are doom-driven, so the curve shape is the lever. Change: - Early waves are LOWER and come LATER (grace + longer early ramps) — more breathing room before the first cull. - Late waves are STEEPER with no pauses — a continuous endgame squeeze that breaks the stalemate and ends games sooner (fast: 55% at ~21:00 vs 24:00). - Levels softened at the open (3/5% -> 2.5/4.5%), nudged at the top (30% -> 32%); final 55% squeeze unchanged. Same levels across presets; presets only change pace. Values are data-informed PLAYTEST STARTING POINTS — tune against live curves. Tests updated to the new schedule.
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What
Reshape the Doomsday Clock wave cadence so the required-share curve can be shaped, not just paced.
WaveSchedule.rampSeconds/pauseSecondsbecome per-wave arrays (were single uniform values); levels are softened at the open and nudged at the top.Why (OFM 2026 Summer data)
Analysis of all 9 tournament games under the current uniform
fastcadence:Change
3/5/10/20/30/55%→2.5/4.5/10/20/32/55%(softer open, slight top bump; final 55% squeeze unchanged). Same levels across presets — presets only change pace.When each wave lands (mm:ss), current → proposed
Notes
DoomsdayClock.ts— no other code reads the schedule shape; the HUD companion (doomsdayClockWaveState) is updated in lockstep so sim + HUD still agree.tests/DoomsdayClockExecution.test.tspasses (33/33).feat/doomsday-warship-decay(that branch introducesDoomsdayClock.ts; it isn't onmainyet), so this is a clean balance-only diff on top of it.