{ "formulas": { "hit_base_chance": 0.7, "armor_damage_reduction": 0.5, "cover_evasion_bonus": 0.3, "morale_retreat_threshold": 0.2 }, "combatRules": { "max_rounds": 20, "round_duration": 1.0, "simultaneous_attacks": true }, "lootTables": { "victory_loot_multiplier": 1.5, "casualty_loot_chance": 0.3, "retreat_loot_multiplier": 0.5 }, "notes": { "usage_mc": "Mobile Command: expedition teams vs scavengers/bandits. Casualties are permanent for humans, repairable for drones.", "usage_wf": "WarFactory: army units (tanks, infantry) vs enemy forces. Casualties reduce army strength, loot is salvaged equipment.", "hit_base_chance": "Base probability of hitting a target before modifiers (0.0-1.0)", "armor_damage_reduction": "Multiplier for armor effectiveness (0.5 = armor reduces damage by 50%)", "cover_evasion_bonus": "Additional evasion bonus from environmental cover (0.3 = 30% harder to hit)", "morale_retreat_threshold": "Morale level below which units may retreat (0.2 = 20% morale)", "max_rounds": "Maximum combat rounds before resolution (prevents infinite combat)", "round_duration": "Real-time duration of each combat round in seconds", "simultaneous_attacks": "If true, both sides attack each round. If false, only attackers attack." } }