Make the opponent level matter in the cup

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wuwi committed 2026-09-03 16:41:02 +02:00
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@@ -881,8 +881,8 @@ under discussion):
below league 3 there are no lasers anywhere, ever; rockets need league 4; the gore director's
tuned income curve is untouched for licensed players. Tin test rewritten to licence semantics.
- **THE PEER LINE**: every walk-on modal now carries "LEVEL 34 — YOURS: 20" (config.foeLevel —
the ladder position spread over the profile's 50 levels, display only, nothing scales off it),
so you can feel whether you are that body's equal yet. His ask, verbatim.
the ladder position spread over the profile's 50 levels), so you can feel whether you are that
body's equal yet. It began as display; the 2026-09-03 readiness pass below made it mechanical.
- **THE STEWARD GOT HIS VEST BACK.** The tennis family was rolled off z_d1 (which wears the
orange hi-vis) but the FAMS words said "dark uniform jacket" — and the words won. The words
name the vest now ("on him in EVERY single pose"); family re-rolled through
@@ -4843,6 +4843,28 @@ and the fallback above hid it completely. Every scripted edit in this repo shoul
---
## Session log: THE PEER GIFT — the opponent level becomes real (2026-09-03)
Oliver reached league 4 at level 25 against opponents rated around 40 and asked the decisive
question: would grinding to level 40 materially improve his chance? It would not — the existing
sqrt curve had already paid most of its +15% legs / +20% window by level 25, leaving only 2.6%
legs and 6 ms of ordinary contact window between levels 25 and 40. Worse, `foeLevel` was explicitly
display-only, so the walk-on implied a matchup measure the game did not honour.
**THE PEER GIFT** (`gameplay.peerK`) makes that visible comparison real without changing any
opponent: in the canonical cup and the exact training rep, fifteen levels below the current body
is factor 0 and parity is factor 1, clamped at both ends. It adds at most +8% legs and +12% contact
window on top of the permanent level bonus. There is no underlevel penalty, no opponent scaling,
and no extra growth above parity. Arcade remains the stable whole-club challenge; classic,
multiplayer and gore remain untouched. Against the league-4 final (rated 41), level 40 now has
about 10.3% more effective legs and 27 ms more ordinary contact window than level 25 — meaningful,
not an automatic win.
The walk-on gives the comparison its own line (`16 LEVELS ABOVE YOU` / `ALMOST EVEN` / `EVENLY
MATCHED` / `YOU HAVE THE EDGE`) beneath the equal-size level pair. Three dials live with the other
match tuning (`peerGap`, `peerRun`, `peerWindow`); no profile state was added. Suite 129 pins the
zero/parity bounds, material level-25-to-parity gain, cup/training scope, and arcade/netplay exits.
# OPEN — leftovers, in rough priority order
Nothing here is broken; these are known gaps and unverified risks.