Daily Raid
Proposal, replaces the lobby raid in docs/RAID.md

Daily Raid

Each day you're put in a party of 25 real players, and the party shares one boss. Everyone does a short run whenever they like that day. The party wins the boss together, and the people who showed up, played it themselves and won early get the most.

What it has to be

One raid day

  1. Daily resetThe server puts every eligible player into parties of 25 and gives each party a fresh boss.
  2. During the dayEach member does one run whenever they like. The damage it deals comes off the party's shared health bar for good.
  3. The boss falls, or the day endsThe earlier the head goes down, the bigger the bonus for everyone who played before the kill.
  4. Auto hour[e.g. 4 hours before reset]: members who haven't shown up fight automatically if the boss is still alive. This helps the party, but those members earn nothing.
  5. Next resetRewards are settled, and a new party and boss start.

The party

The shared boss

Class bonuses

Every class can hit every part. Each class does more damage to some parts than others, so every run counts whenever you play, and your class still decides where you shine.

HandsHead
Melee×1.5×0.75
Ranged×0.75×1.25
Mage×1×1.25

Placeholder numbers, to be tuned against real gear.

Your run

A run lasts about 30 seconds. The fight plays on its own, and three kinds of moments ask you to act. That's about four inputs per run, none of them hard.

2 to 3 times a run

Swipe the glowing part

The boss rears up and the part your class is strongest against glows. Swipe across it within about 1.5 seconds for an ink slash that does big damage. Miss it and nothing is lost.

Once a run

Block the sweep

The boss winds up a sweep across the wall and a shield button pulses. Tap it in time and the party takes no damage. Miss it and the party loses a few seconds of attacks.

Once a run, your timing

Fire the rally

A meter fills as the party fights. Fire it whenever you like for a short damage boost. The one decision: save it to finish a part that's nearly broken, or use it early.

Rewards

There are four layers. The first is shared by the whole party, and the rest favour players who showed up, played themselves and helped win early.

1. Party chests

One chest for each part the party broke that day, and a big chest if the head fell. Everyone who showed up gets them, whether they played themselves or on Auto.

2. Early kill bonus

If the head falls early, everyone who played before the kill gets a bonus chest. The earlier the kill, the better the chest. Players who hadn't played by then don't get it.

Within 6hGold bonus chest
Within 12hSilver bonus chest
Within 18hBronze bonus chest
LaterNo bonus

The time limits are placeholders, to be tuned once real playtimes are known.

3. Manual bonus

If you played the run yourself instead of on Auto, your rewards get a bonus [e.g. +25%]. This comes on top of the extra damage you dealt by landing openings.

4. Your own share

Three ways a day can go for you

Played it yourselfOpened the game, tapped AutoNever opened it
Your figure fightsYes, you play itYes, on AutoYes, at auto hour, if the boss is alive
Helps the partyMostSomeSome
Party chestsYesYesNo
Early kill bonusIf you played before the killIf you ran before the killNo
Manual bonusYesNoNo
Damage tier, final blowYesYesNo

So the order is: playing yourself, then Auto, then not showing up. A member who doesn't show up still helps the party, but earns nothing, so there's always a reason to open the game, even if it's just to tap Auto.

Decide: players who arrive after the kill

If the boss is already dead when someone opens the game, they can't attack. My recommendation: they still get the party chests, but none of the bonuses. Arriving late isn't punished as hard as never showing up, and the early players still come out well ahead. The alternative is no rewards at all, which is stricter but means checking in late becomes pointless.

How it fits the current raid sim

Most of docs/RAID.md stays: the boss rigs, the moves, the hands-then-head phases, the 50 ms deterministic tick and the damage table.

Rules to change: class locks become bonuses

Today each class is locked to a part. Only melee fight in the hands phase while ranged and mage wait off screen, and the head slam crushes every melee hero still alive. With a shared bar, a mage playing in the morning or a melee playing after the hands break would deal nothing at all.

  • Ranged and mage walk in during the hands phase and attack the hands from their reach.
  • The head slam knocks melee back instead of killing them, and they keep fighting the downed head.
  • Damage is multiplied by the class bonus table above, kept as a new table in data/raids.json.

Still open