docs(design): combat alpha — position-and-timing duel + demonstrable balance #215
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alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
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marco/IsoMmo!215
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Delete branch "docs/combat-alpha"
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Summary
Game-design outcome for the combat rework (alpha) — the design phase only (doc + design issue #214); the technical build is a separate
critical-design-review.Adds
docs/game-design/systems/combat.mdand indexes it invision.md. The design: a duel of position and timing, not dice — hits land reliably but light, you dodge by moving (spacing), ~60s fights decided by reads; classless with a stat-cap soft specialization; a read-and-switch counter-web; and the owner's hard requirement that balance be demonstrable + repeatable (aCombatSimreading the shared Lua combat formulas + CI regression bands). Every target is derived from the owner's feel through a recorded interview + a critical panel + a reproducible Monte-Carlo, not chosen.Screenshots / recording
N/A — design docs only, no code/visible change.
How it was tested
Docs only.
just check-docsresolves references. The derived numbers were validated with a reproducible Monte-Carlo sim (seed-stable) that hits each target (even 50%/~60s, strong-vs-average 7-3, all-DEX ≈ even); that sim becomes the CI regression bands in the build.Checklist
just check-docscleanRefs #214.