# Epic 5 - PvE Combat and Encounter Content ## Source Anchors - Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 5 - Related modules: E5.M1, E5.M2, E5.M3, E5.M4 ## Ownership and success (Level 1) - **Ownership focus:** Combat Design + Encounter Design - **Success criteria:** PvE combat delivers tactical depth, clear readability, and repeatable fun for solo and group play. ## Objective 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. ## Module Breakdown ### E5.M1 - CombatRulesEngine - Responsibility: Tab-target combat state machine, hit resolution, cooldown/resource timing. - Key contracts: `CombatAction`, `CombatResolution`, `ThreatState` - Dependencies: E1.M3, E2.M2 - Stage target: Prototype ### E5.M2 - NpcAiAndBehaviorProfiles - Responsibility: Enemy archetype behavior loops, aggro logic, telegraph scheduling. - Key contracts: `NpcBehaviorDef`, `TelegraphEvent`, `AggroRule` - Dependencies: E5.M1 - Stage target: Prototype ### E5.M3 - EncounterAndRewardTables - Responsibility: Encounter setup templates, completion criteria, reward drop routing. - Key contracts: `EncounterDef`, `RewardTable`, `EncounterCompleteEvent` - Dependencies: E5.M1, E3.M3, E7.M2 - Stage target: Prototype ### E5.M4 - GroupCombatScaling - Responsibility: Duo/squad scaling logic and anti-trivialization balancing hooks. - Key contracts: `ScalingProfile`, `PartySizeModifier`, `CombatDifficultyBand` - Dependencies: E5.M3, E8.M1 - Stage target: Pre-production ## Implementation Slices (Backlog-Ready) ### Slice 1 - Combat rules MVP - Scope: E5.M1 with target lock, basic attacks, 4-6 abilities, cooldowns/resources per prototype scope. - Dependencies: E1.M3, E2.M2 - Acceptance criteria: - Combat readable in fixed isometric camera; no silent failures on ability deny. - Telemetry hooks: `encounter_start`, `ability_used`, `player_death`, `enemy_defeat`. **Linear backlog:** [E5M1-prototype-backlog.md](../../plans/E5M1-prototype-backlog.md) — [NEO-76](https://linear.app/neon-sprawl/issue/NEO-76) → [NEO-86](https://linear.app/neon-sprawl/issue/NEO-86); gig XP **E5M1-10** [NEO-44](https://linear.app/neon-sprawl/issue/NEO-44). ### Slice 2 - NPC archetypes and telegraphs - Scope: E5.M2 for three archetypes: melee pressure, ranged control, elite mini-boss. - Dependencies: E5.M1 - Acceptance criteria: - Telegraph timing matches UI feedback; aggro rules deterministic. - Telemetry hooks: `telegraph_fired`, `npc_state_transition`. ### Slice 3 - Encounters and loot routing - Scope: E5.M3 wired to E3.M3 and E7.M2 for rewards and quest progress. - Dependencies: E5.M2, E3.M3, E7.M2 - Acceptance criteria: - Completing defined encounters grants expected items/quest credit once. - Telemetry hooks: `encounter_complete`, reward attribution. ### Slice 4 - Group scaling (pre-production) - Scope: E5.M4 with party-sized modifiers behind E8.M1. - Dependencies: E8.M1 - Acceptance criteria: - Duo run remains challenging but fair; metrics show no trivial farm spike. - Telemetry hooks: `party_combat_scaling_applied`. ## Risks and Mitigations - Risk: Tab-target feels sluggish or opaque. - Mitigation: Prototype readability gate; instrument time in combat and failure reasons. - Risk: Loot tables desync from item schema. - Mitigation: Shared validation in content pipeline; lint reward references. ## Definition of Done - Prototype combat, archetypes, and encounters meet documented minimums in master plan. - Telemetry covers combat health KPIs.