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Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
70 lines
3.4 KiB
Markdown
70 lines
3.4 KiB
Markdown
# 3. Evolution Track Design
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[< Back to Index](README.md) | [Next: Milestones >](04-milestones.md)
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---
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## 3.1 Track Structure
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Each evolution track has **four tiers** (T1 through T4). Each tier contains **two to three
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milestones**. Completing all milestones in a tier unlocks the tier's rating boost and advances
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the card to the next tier automatically. Completing all four tiers achieves **Full Evolution**.
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```
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[Card Acquired]
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[T1: Initiate] 2 milestones --> +small rating boost + visual badge
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[T2: Rising] 2 milestones --> +medium rating boost + embed accent
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[T3: Ascendant] 3 milestones --> +large rating boost + rarity border glow
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[T4: Evolved] 2 milestones --> +capstone boost + full visual rework
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--> rarity tier upgrade (Standard track, Sta and below)
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--> card name becomes "[Team]'s Evolved [Player]"
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```
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## 3.2 Track Parameterization
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Track definitions are stored in the database, not hardcoded. Each track record specifies:
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- Which card type it applies to (batter, starting pitcher, relief pitcher)
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- Rating boost amounts per tier (flat probability point deltas, same regardless of rarity)
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- Milestone thresholds per tier (admin-tunable)
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**Tracks are universal — not rarity-gated.** A Replacement-level card and a Hall of Fame card
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follow the same track with the same flat rating deltas. This is intentional:
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- **Rarity fluctuates during live series.** Cards update every 2 weeks during the MLB season.
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A Reserve card in April could become All-Star by June. Rarity-gated tracks would cause
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mid-season track jumps, resetting or invalidating progress.
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- **Flat deltas intentionally favor lower-rarity cards.** A +0.5 chances boost to a Replacement
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card's homerun probability is a larger relative improvement than the same boost to a HoF card.
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This gives lower-tier cards a reason to exist beyond crafting fodder and avoids making elite
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cards overpowered.
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- **Existing rating caps prevent runaway stats.** The D20 system has hard caps on individual
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stat columns (e.g., hold rating caps at -5). Evolution boosts that would exceed a cap are
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truncated, providing a natural ceiling that prevents creating artificial super-cards.
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**Three tracks exist at launch (one per card type):**
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| Track | Card Type | T4 Outcome |
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|---|---|---|
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| Batter | All batters | Rarity upgrade (if below HoF) + full visual rework |
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| Starting Pitcher | SP | Rarity upgrade (if below HoF) + full visual rework |
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| Relief Pitcher | RP/CP | Rarity upgrade (if below HoF) + full visual rework |
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**Subtracks are on the table.** The schema supports multiple tracks per card type. Before launch,
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we may add subtracks within each category — e.g., power batter vs contact batter tracks with
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different milestone compositions, or a closer-specific RP track. The `evolution_track` table
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is designed to accommodate this without schema changes; adding a subtrack is just inserting new
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rows with different milestone sets. The decision on how many subtracks to ship with is deferred
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until milestone design is finalized.
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## 3.3 Evolution Eligibility
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Every card is always eligible. There is no enrollment step, no activation cost, and no slot limit.
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A card that has not yet reached Full Evolution is always progressing. A fully evolved card
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(`current_tier = 4`, all milestones complete) cannot progress further — it has reached its peak
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state. It can still be crafted (#49) or traded.
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