92 lines
3.4 KiB
Markdown
92 lines
3.4 KiB
Markdown
# Epic 5 - PvE Combat and Encounter Content
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## Source Anchors
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- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 5
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- Related modules: E5.M1, E5.M2, E5.M3, E5.M4
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## Ownership and success (Level 1)
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- **Ownership focus:** Combat Design + Encounter Design
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- **Success criteria:** PvE combat delivers tactical depth, clear readability, and repeatable fun for solo and group play.
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## Objective
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Deliver tab-target combat resolution, NPC behaviors and telegraphs, encounter templates with rewards, and optional group scaling so PvE is the mandatory progression path with readable isometric presentation.
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## Module Breakdown
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### E5.M1 - CombatRulesEngine
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- Responsibility: Tab-target combat state machine, hit resolution, cooldown/resource timing.
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- Key contracts: `CombatAction`, `CombatResolution`, `ThreatState`
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- Dependencies: E1.M3, E2.M2
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- Stage target: Prototype
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### E5.M2 - NpcAiAndBehaviorProfiles
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- Responsibility: Enemy archetype behavior loops, aggro logic, telegraph scheduling.
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- Key contracts: `NpcBehaviorDef`, `TelegraphEvent`, `AggroRule`
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- Dependencies: E5.M1
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- Stage target: Prototype
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### E5.M3 - EncounterAndRewardTables
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- Responsibility: Encounter setup templates, completion criteria, reward drop routing.
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- Key contracts: `EncounterDef`, `RewardTable`, `EncounterCompleteEvent`
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- Dependencies: E5.M1, E3.M3, E7.M2
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- Stage target: Prototype
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### E5.M4 - GroupCombatScaling
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- Responsibility: Duo/squad scaling logic and anti-trivialization balancing hooks.
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- Key contracts: `ScalingProfile`, `PartySizeModifier`, `CombatDifficultyBand`
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- Dependencies: E5.M3, E8.M1
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- Stage target: Pre-production
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## Implementation Slices (Backlog-Ready)
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### Slice 1 - Combat rules MVP
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- Scope: E5.M1 with target lock, basic attacks, 4-6 abilities, cooldowns/resources per prototype scope.
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- Dependencies: E1.M3, E2.M2
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- Acceptance criteria:
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- Combat readable in fixed isometric camera; no silent failures on ability deny.
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- Telemetry hooks: `encounter_start`, `ability_used`, `player_death`, `enemy_defeat`.
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### Slice 2 - NPC archetypes and telegraphs
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- Scope: E5.M2 for three archetypes: melee pressure, ranged control, elite mini-boss.
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- Dependencies: E5.M1
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- Acceptance criteria:
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- Telegraph timing matches UI feedback; aggro rules deterministic.
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- Telemetry hooks: `telegraph_fired`, `npc_state_transition`.
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### Slice 3 - Encounters and loot routing
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- Scope: E5.M3 wired to E3.M3 and E7.M2 for rewards and quest progress.
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- Dependencies: E5.M2, E3.M3, E7.M2
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- Acceptance criteria:
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- Completing defined encounters grants expected items/quest credit once.
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- Telemetry hooks: `encounter_complete`, reward attribution.
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### Slice 4 - Group scaling (pre-production)
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- Scope: E5.M4 with party-sized modifiers behind E8.M1.
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- Dependencies: E8.M1
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- Acceptance criteria:
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- Duo run remains challenging but fair; metrics show no trivial farm spike.
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- Telemetry hooks: `party_combat_scaling_applied`.
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## Risks and Mitigations
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- Risk: Tab-target feels sluggish or opaque.
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- Mitigation: Prototype readability gate; instrument time in combat and failure reasons.
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- Risk: Loot tables desync from item schema.
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- Mitigation: Shared validation in content pipeline; lint reward references.
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## Definition of Done
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- Prototype combat, archetypes, and encounters meet documented minimums in master plan.
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- Telemetry covers combat health KPIs.
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