Stop story bosses' rush at the net
Oliver: the strawberry seller as act I's first boss is way too hard, "or it should not cross the net". His charge is the one boss move exempt from the court band: it runs to a strike line in front of you, and contact is death. In the story every boss's rush now stops a metre short of the net and withdraws as before, so the threat is kept and the reach is not. The Physio in act IV is held the same way. Only the Champion's MATCH POINT rush in act V stays, because it is the finale. New test. v385, staging only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -318,6 +318,7 @@ export const TUNE = {
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bossZMax: 5.6, // you (~57 s at bossSpeed) rather than by you killing it — and every extra hp
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// above just made that MORE likely, not less. Only 'charge' breaks the band.
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bossChargeV: 4.2, // m/s the physio rushes at once it commits
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bossNetStop: 1.0, // m short of the net a STORY boss's rush stops (holdNet): the threat without the reach
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bossChargeT: 2.2, // s ONE RUSH takes, start to arrival — the charge speed is derived from it and
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// from how far away it is (bossAI), so the run-up reads the same every time and
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// is long enough to see coming. Was 1.5 s at a flat 4.2 m/s, which only reached
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