Which attack wave suddenly kills far more bases than the one before?
Counting deaths per wave makes late waves look easy simply because few players get there. This entry shows how to measure the risk among those who actually faced the wave, and how to tell a real jump in danger from a change in who is left.
Why this works
Counting deaths per wave misleads because fewer players are left each time. Dividing by those who actually got there gives the real chance of failing, and ignoring people who simply stopped keeps ordinary quitting from hiding a truly cruel wave.
When not to use it
A sudden jump is wanted when a wave is a deliberate boss or a test of a skill you taught. Then fix what players could not know, like a missing warning, not the strength. And with few players the numbers swing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which attack wave suddenly kills far more bases than the one before?" (read_entry strat-wave-hazard-spike) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP