Let the horde gun keep up with the horde
The run ended on the second wave every time: the gun fired 6 flat rounds a second, hit one body each, and every shambler soaked one — while hordeGrow made each wave longer and denser. Doubled the rate and scaled it with the wave (14/s at one set banked, 21/s at four), gave a round 0.5m of extra reach, a wider cone, and enough damage to drop a shambler outright. Raised the spawn rate to match, so surviving a wave still leaves a standing crowd on your half — that pressure is the point of it. Also: he no longer carries a second racket at his hip while holding one forward (the run frames are the racket-less art), the umpire stopped talking over himself and saying "remain seated" twice, and a timed freeze now shows what it is counting down to instead of reading as dead controls. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -534,12 +534,14 @@ function startHorde() {
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G.changeover = false; // a cheat-forced horde mid-changeover must not leave spawns locked
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G.pendingGame = false; // the horde IS the announcement
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const grow = 1 + (G.sets[0] + G.sets[1]) * TUNE.hordeGrow; // each set banked makes the next wave worse
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G.horde = { t: TUNE.hordeLen * grow, spawnT: 0, mgT: 0, rate: TUNE.hordeRate * grow };
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// the gun grows WITH the wave: spawn rate and length both scale by grow, so a flat gun fell
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// further behind on every set banked (the second horde was where every run ended)
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G.horde = { t: TUNE.hordeLen * grow, spawnT: 0, mgT: 0, rate: TUNE.hordeRate * grow, mgRate: TUNE.mgRate * grow };
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ball.active = false; G.phase = 'rally'; // ball gone; 'rally' lets the movement block steer P
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P.pose = 'idle'; P.poseT = 0; P.swingT = -1; // clear the triggering shot's serve/swing pose
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P.z = HOME.P.z; // brace at the baseline — the horde is a hold-the-line stand (finger steers x only)
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voice('remain_seated', 0.3);
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aside('ump_spectators', 2.2); // a horde IS the crowd on the court
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aside('ump_spectators', 0.4); // a horde IS the crowd on the court. (The near-identical 'remain seated'
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// that used to play right before it belongs to the transition, not here.)
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G.flash = { text: 'THEY KEEP COMING', t: 1.2 };
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}
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