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