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Open Questions

Every still-deferred design or technical decision, why it's deferred, and the milestone it must close at. Mirrors GDD §17. If you find a question on this list you have a strong opinion on, that's a good moment to push for a lock.

Why defer? Three reasons each TBD on this list still exists: (1) it needs playtest data we don't have yet, (2) it depends on content that hasn't been designed, or (3) it would over-constrain a downstream decision if locked early.

Recently Resolved v0.6

The Phase 1 redesign (CL 448) closed several long-running deferrals. Listed here for context — they are no longer open.

Content & Identity

QuestionWhy deferredLocks at
Leader kits (3 MVP → full roster) Need core combat mechanics validated first; kits without a tested combat layer are guesswork. M24 (3) → M28 (full)
Leader-kit content (per-type aura buff values, ability lists, faction kits) Resolved structurally — type-appropriate per-unit aura buffs, leader XP via combat + first-time visit. Specific values per leader at M16. M16
Army rosters, base stats, special unit options Depends on stat-curve calibration from M6 + M13. M24 (3) → M29 (full)
Default leader↔army pairings Downstream of the above two. M24
Resource type names per army Slots locked (R1 Currency / R2 Material / R3 Research / R4 Essence); flavored names come with army design. M24 / M29
Full tile-type catalog Beyond Trap / Training / Nexus — tied to biome system. Each special tile type ships with a type-baked default Rule + sub-config. M18 → M19 (biome-locked types)
Biome system Geographic regions of map gating tile-type pools. M19

Balance & Numerics

QuestionWhy deferredLocks at
Per-unit-type stat baselines (HP, attack, defense per type) Pillar #2 locks placeholders (Army HP=10, Defender HP=30, Gather HP=5, Engineer HP=5, Scout binary). Balance pass tunes via providers. M6 (placeholders) → continuous
Per-resource generation rate curve (Resource Producer per-level rate) Locked structurally to be level-scaled; the formula awaits playtest. M6
Engineer-project work-seconds defaults (per project type) Rule swap, level-up, type conversion all want their own work-time defaults. M7
Scout respawn delay Tower rule maintains level Scouts via free regen; the delay between scout death and Tower respawn is balance-tunable (~10s placeholder). M10
Dormant-tile decay rate Eliminated-player tiles drop one level per X seconds when sitting empty (~60s placeholder). M11
Loose-pile decay rate Drop-on-death cargo piles slow-decay when uninteracted with (~1%/min placeholder). M6
Upgrade ratio (currently 7:1) 117,649 raw inputs / level-6 unit may be too steep — want playtest signal. M13
Spawn rate scaling Tied to combat throughput and walk speed. M6 / M11
Defensive comeback bonus curve Behavior across player counts becomes observable at scale. M21
Leader respawn formula (escalator) Need observed death-frequency data. M16 / M17 playtest
Ability cooldowns & resource costs Per leader — comes with leader kit design. M17 / M24
HP curve refinement (post-first-cut) Currently linear; may shift to non-linear if grind feel demands it. Continuous M4 → M30

Match Format

QuestionWhy deferredLocks at
Match length targets per map size tier Depends on real telemetry from M21 N-team matches. M21
Map size catalog (small / medium / large / marathon dimensions) Anchored to match-length targets above. M21
Team / alliance modes (friendly-fire, shared vision) 1–12 teams of 1–12 locked; per-mode behavior detail awaits implementation. M21
AI difficulty tiers Easy ships at M11; Medium / Hard land in Phase 3 follow-up. Phase 3 follow-up

Meta & Infrastructure

QuestionWhy deferredLocks at
Per-leader XP tree structure & power/cosmetic split Power/cosmetic split has competitive-integrity consequences; want signal first. M26
Monetization model Depends on platform decision and the cosmetic vs. power split above. M25 / M26 latest
Reconnect behavior Trivial state-restore vs. mid-match grace period — depends on networking model. M23
Backend for leaderboards / match history Custom HTTP service vs. PlayFab-native — operational decision. M25

Decision Hygiene

When closing one of these questions:

  1. Update the relevant GDD.md section. Bump the version at the top.
  2. Add a changelog entry.
  3. If the milestone hasn't started yet, add the resolution to its Decisions to lock first section in milestones.md.
  4. Submit as a CL with a [design] prefix in the message.
  5. If the question affects this site, update the relevant page.