diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index dc1d42f..4eed8a5 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -30,7 +30,7 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes: | Domain | Examples (illustrative) | |--------|-------------------------| | **Extraction** | Pulling value from the world: **earth/subsurface** (mining, drilling), **consumer salvage & biology** (**Salvage**, **Harvest**), and **urban infrastructure materials** (**Quarry**) vs geological **Extraction** skill | -| **Processing** | **Refine** (ores, glass, steel, scrap → material grades); **Fab tech** (PCBs, chips, solenoids, electromechanical subassemblies); **Synth-chem prep** (bio/chem); other conversion | +| **Processing** | **Refine** (ores, glass, steel, scrap → material grades); **Fab tech** (physical PCBs, chips, solenoids); **Data scrub** (abstract data—datasets, firmware, logical unlock); **Synth-chem prep** (bio/chem); other conversion | | **Fabrication** | Weaponsmith, armtech, synth-chem, cooking if we track it | | **Tech / intrusion** | Hacking, netsec, counter-intrusion, bypass, diagnostics—**combat-facing** net actions stay **gig** | | **Support craft** | Medtech fabrication, field repair kits, augment maintenance (**open** naming) | @@ -48,7 +48,7 @@ New skills land here as **design + data** demand; a skill can sit in **multiple | Category | Rough scope | |----------|-------------| | **Gather** | Nodes, yields, field extraction | -| **Process** | **Refine** (material grades); **Fab tech** (boards, chips, actuators—not smelting); **Synth-chem prep** (bio/chem); batch; intermediate goods | +| **Process** | **Refine**; **Fab tech** (physical fab); **Data scrub** (data/firmware); **Synth-chem prep** (bio/chem); batch; intermediate goods | | **Make** | Finished goods, recipes, bench work | | **Tech** | Intrusion, netsec, counter-intrusion, electronics, signal—**not** combat gig kit | @@ -62,7 +62,7 @@ Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** ch Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, **Skill** name plus **what it covers** and **open / merge** notes. -**Production chains (Gather → Process → Make):** Recipes can **branch** (same inputs, different outputs) and run **deep** (several **Process** steps in a row before **Make**). **Any** row in **Process**—not one named skill—may sit mid-pipeline, mixing **raw** gatherables with **earlier** intermediates from **Refine**, **Fab tech**, **Synth-chem prep**, **Bioprocess**, **Composite work**, etc. Detail in **Overlapping chains** and **Multi-stage processing** under the **Process** heading below (after **Gather**). +**Production chains (Gather → Process → Make):** Recipes can **branch** (same inputs, different outputs) and run **deep** (several **Process** steps in a row before **Make**). **Any** row in **Process**—not one named skill—may sit mid-pipeline, mixing **raw** gatherables with **earlier** intermediates from **Refine**, **Fab tech**, **Data scrub**, **Synth-chem prep**, **Bioprocess**, **Composite work**, etc. Detail in **Overlapping chains** and **Multi-stage processing** under the **Process** heading below (after **Gather**). #### Gather — pull raw value from the world @@ -82,11 +82,11 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | Skill | What it covers | Open / merge | |-------|----------------|--------------| | **Refine** | **Physical material** feedstock: raw **ore**, **salvaged glass** and **steel**, scrap metals, bulk mineral inputs—**smelt, purify, grade** toward **usable material forms** (ingots, sheet, cullet, structural grades). **Not** bio/chem (**Synth-chem prep**) or component fab (**Fab tech**). | Separate from **Synth-chem prep** & **Fab tech** — **agreed** | -| **Fab tech** | **Electronics and electromechanical fab:** **chips**, **PCBs**, **solenoids**, micro-actuators, substrate and assembly steps—**built components**, not **Refine**’s job of turning raw ore/glass/steel into graded **bulk** material. Uses **Refine** outputs (and other inputs) as **feed**, but the skill fantasy is **manufacture**, not smelt/purify. | Separate from **Refine** — **agreed** | +| **Fab tech** | **Electronics and electromechanical fab:** **chips**, **PCBs**, **solenoids**, micro-actuators, substrate and assembly steps—**built components**, not **Refine**’s job of turning raw ore/glass/steel into graded **bulk** material. Uses **Refine** outputs (and other inputs) as **feed**, but the skill fantasy is **manufacture**, not smelt/purify. | Separate from **Refine** & **Data scrub** — **agreed** (physical vs **data** layer) | | **Synth-chem prep** | **Bio- and chemistry** streams: precursors, reagents, stable compounds, polymer feeds—inputs and outputs are **chem / organic / lab** oriented; feeds **Synth-chem (product)** and related **Make**. **Not** primary home for ore/glass/metal refinement (**Refine**). | Separate from **Refine** — **agreed** | | **Bioprocess** | Ferment, culture, grow feedstock for medtech or consumables. | — | | **Composite work** | Laminate layers, weave fibers, prep armtech “blanks” before final assembly. | — | -| **Data scrub** | Clean, normalize, or decrypt **datasets** that become a craft input. | **Tech** overlap—pick one **primary** category | +| **Data scrub** | **Abstract data** work—not **Fab tech**’s physical manufacture. Clean, normalize, decrypt, or repackage **datasets** as craft inputs; **firmware wipes** and logical unlocks that make **salvaged** parts **usable** again without milling a new board. **Information and software** layer on devices and loot, not **PCBs/chips** fab. | Separate from **Fab tech** — **agreed**; **Tech** skills (e.g. **Intrusion**) for **live** hacks—**open** boundary | #### Make — recipes, benches, finished goods @@ -116,7 +116,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** **Cross-cutting notes** - **Production chain shape:** **Agreed**—(1) **Overlapping** paths: shared **inputs**, divergent **outputs** across **Process** / **Make**; (2) **Multi-stage** depth: **Gather → Process → Process → Make** (or longer), with **any** **Process** skill able to participate. Recipe UX and balance **open** (roster intro + **Process** subsection in [Skill roster](#skill-roster-draft-ideas-by-category)). -- **Agreed Process boundaries:** **Salvage** vs **Quarry**; **Refine** vs **Synth-chem prep** (physical materials vs bio/chem); **Refine** vs **Fab tech** (base material grades vs chips/PCBs/solenoids and electromechanical fab). Further merge/split ideas — **open** as the roster evolves. +- **Agreed Process boundaries:** **Salvage** vs **Quarry**; **Refine** vs **Synth-chem prep** (physical materials vs bio/chem); **Refine** vs **Fab tech** (base material grades vs physical electromechanical fab); **Fab tech** vs **Data scrub** (physical components vs **data/firmware** on salvage). Further merge/split ideas — **open** as the roster evolves. - **Cut / defer:** **Food synth** if not a loop. - **Next pass:** pick **prototype trio** (one Gather, one Process/Make, one Tech) for Epic 2/3 slices—align with decomposition when ready. @@ -211,6 +211,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Social skills category | **No** dedicated **Social** skill family or tracked negotiation/fixer/fence skills—outcomes live in **rep**, **quests**, **economy**, and other systems if we need them | Agreed | | **Refine** vs **Synth-chem prep** | **Refine** = physical materials (ore, glass, steel, scrap metals → usable grades); **Synth-chem prep** = bio/chem streams (precursors, reagents, lab-oriented outputs) | Agreed | | **Refine** vs **Fab tech** | **Refine** = smelt/purify/grade **base** materials; **Fab tech** = fabricate **chips, PCBs, solenoids**, and similar **components**—may **consume** refined materials, does not **overlap** the refine loop | Agreed | +| **Fab tech** vs **Data scrub** | **Fab tech** = **physical** fab; **Data scrub** = **abstract** data—datasets, **firmware wipes**, logical reuse of salvaged parts—not the same skill fantasy | Agreed | | Low-gig specialist | **Viable** to focus progression on **skills** (gather/craft/tech) with **low gig levels**; economy loops must not **hard-gate** on high gig rank | Agreed | | Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed | | Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed |