diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index 17a0f72..9a64c77 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -12,7 +12,7 @@ Fiction may say *contract*, *loadout*, or *job*; specs use **gig**. ## Gig roster -**Open:** final count and names. Start from a **small roster** with **clear party niches** so LFG and encounter design stay legible; grow over content seasons. +**Open:** final count and names. Start from a **small roster** with **clear party niches** so **recruitment talk** (chat or any future tool) and **encounter** design stay legible; grow over content seasons. **Starter archetypes to cover (working labels, not final):** @@ -61,15 +61,24 @@ Cyberpunk paint (netrunner overlay, street sam, corp tech, etc.) layers on these - **Loadout UX** after swap: auto-unequip invalid combat gear vs player-managed **presets** per gig pair. - **Party:** what happens if someone swaps while grouped—**open** (session lock vs free swap at hub). -## Party, LFG, encounters +## Party, encounters, and recruitment -**Intent:** gigs give a **plain language** for recruitment (“need mitigation,” “need cleanse”) and for **encounter** assumptions (required niches vs flexible). +Earlier drafts implied a **dedicated LFG UI** (tags, filters). That is **not** decided. Players might use **chat only** (zone, guild, party ads), a **future matchmaking tool**, or a **hybrid** (e.g. hub board + chat). -**Open:** +**Design intent (UI-agnostic):** gigs still give **shared vocabulary**—“need mitigation,” “need cleanse,” “LF damage”—whether typed in chat or, later, picked from a structured browser. **Encounter** and **scaling** design can reason about **niches** without assuming any specific recruitment feature ships. -- LFG **tags** and filters (map 1:1 to gigs vs to niches). -- **Mandatory roles** in instanced content vs open-world flex. -- **Group scaling** ([E5.M4](../decomposition/modules/E5_M4_GroupCombatScaling.md)) vs gig composition—design pass with encounters. +**Open — product / client:** + +- **Recruitment:** chat-only vs **built-in LFG/matchmaking** vs hybrid; scope for **launch** vs later. + +**Open — only if a structured LFG-style tool exists:** + +- Tags/filters (**gig** vs **niche**), how **main/sub** appears, limits, auto-fill from loadout. + +**Open — rules / content (independent of LFG UI):** + +- **Mandatory niches** in instanced content vs open-world flex. +- **Group scaling** ([E5.M4](../decomposition/modules/E5_M4_GroupCombatScaling.md)) vs gig composition—pass with encounters. ## PvE vs PvP @@ -97,7 +106,7 @@ Detail: seams table in [skills.md](skills.md). | Gig roster size & names | Small launch set; clear niches | Open | | Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed | | Sub-gig + consumable amp (passive) | **Sub counts**; main **or** sub can trigger passive amp | Agreed | -| LFG / party tags | — | Open | +| Recruitment UX | **Undecided:** chat-only vs LFG/matchmaking tool vs hybrid; tag schema only if tool ships | Open | | PvP gig rules | — | Open | ## Next artifacts diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index b0c46b4..afeb2a3 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -13,14 +13,14 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression | Document | Focus | Notes | |----------|--------|--------| | [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) | -| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party, PvP (open) | Gig artifact | +| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | Recruitment UI undecided | | *(add rows as files land)* | | | ### Planned topics (stubs) Link new files here when they exist; remove or rewrite this subsection once the table is populated. -- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/LFG. **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate. +- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/encounters (LFG tool vs chat **open**). **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate. - **Zones** — tone, danger, faction or economic role of a place. - **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity. - **Mechanics** — loops, constraints, what the server vs. client must honor. diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index e86b4e7..3c3b6e4 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -21,7 +21,7 @@ Fiction and UI may still say *job*, *contract*, or *loadout* in dialogue; design ## Gigs (combat) -The **gig** artifact—**roles**, **hub swap**, **per-gig progression**, **main + sub-gig**, **party/LFG**, **PvP notes**, and **gig-only open questions**—is **[gigs.md](gigs.md)**. This file keeps **vocabulary**, **why hybrid**, and **seams** with **skills**. +The **gig** artifact—**roles**, **hub swap**, **per-gig progression**, **main + sub-gig**, **party/recruitment** (no LFG UI assumption), **PvP notes**, and **gig-only open questions**—is **[gigs.md](gigs.md)**. This file keeps **vocabulary**, **why hybrid**, and **seams** with **skills**. ## Skills (non-combat, classless) @@ -88,6 +88,6 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech ## Next artifacts -- **[gigs.md](gigs.md)** — gig roster, hub UX, LFG, PvP (started; extend there). +- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment (chat vs tool **open**), PvP (started; extend there). - **Abilities** — **gig-locked** vs. **item-locked** vs. **skill-gated**. - **Items** — **equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.