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Openai/694f5245-1110-800b-b182-7c2accd50046
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==== 你說得很對:如果稀有武器 vs 升級全靠運氣,玩家會覺得自己被 RNG 主宰。 ==== 我建議 Boss 打完固定出 3 張卡: # NEW WEAPON(新稀有武器):如果抽到已擁有 → 改成「直接合成升階」或「轉高額零件」 # UPGRADE WEAPON(升級現有武器):玩家在自己持有的武器中選一把升級(保底、可控) # MECH OVERCLOCK(機體大幅強化):HULL/ARMOR/FUEL 或核心天賦提升 ✅ 保底規則:每次 Boss 獎勵 必定 會有「升級現有武器」這張卡。 這樣玩家永遠不會空手。 (可選更狠的保底:連續 2 次 Boss 沒拿到新稀有武器,第 3 次必出未擁有稀有。) ==== <syntaxhighlight lang="text">Patch K / Duplicate weapon handling + Boss reward options (reduce RNG frustration) ==== Do NOT change room loop, enemy AI, or basic combat. Only change weapon inventory + boss rewards behavior. A) Weapon model * Each weapon has: id, name, level (starts 1), levelMax (e.g. 5) * Inventory stores unique weapons by id (no duplicates in slots). B) Duplicate weapon rule (merge) * When awarding a weapon: if player already owns weapon id: if level < levelMax: level += 1 (auto merge) show "SYNTHESIS SUCCESS: <name> Lv+1" banner else: convert into WeaponParts += X (overflow) show "CONVERTED TO PARTS +X" else: add weapon to inventory * Level bonus example: damageMul = 1 + 0.10*(level-1) fireRateMul = 1 + 0.05''(level-1) OR cooldownMul = 1 - 0.05''(level-1) (keep simple and consistent) C) Boss reward screen must include weapon upgrade option After boss defeat, show 3 reward cards: 1) NEW RARE WEAPON (random from rare pool) 2) UPGRADE EXISTING WEAPON (player chooses one owned weapon to level+1, capped) 3) MECH OVERCLOCK (big stat boost) Guarantee: * Option 2 (upgrade existing weapon) always appears every boss. * If option 1 rolls a weapon already owned, it triggers merge/parts instead of adding duplicates. D) UI/UX * Reward card selection already has confirm box (keep). * Add preview text showing exactly what will increase (e.g. "FlAK Lv2: dmg +10%, spread -5%"). Acceptance: * Player never holds duplicate weapons in slots. * Getting same boss weapon upgrades the existing one (or converts to parts at cap). * Every boss reward offers an "upgrade existing weapon" choice. </syntaxhighlight>
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