diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index fbbc7cc..513e942 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -12,23 +12,31 @@ Fiction may say *contract*, *loadout*, or *job*; specs use **gig**. ## Gig roster -**First draft (v0):** **nine gigs**—**three** in **damage**, **two each** in **tank**, **heal**, and **util**. Names and identities are **placeholders** until abilities and fiction pass over them. +### Naming and theme -| Archetype | Gig (working name) | Draft identity (distinction within archetype) | -|-----------|-------------------|-----------------------------------------------| -| **Damage** | **Breach** | Focused spike: burst windows, priority-target removal—“delete one problem now” (typically short-to-mid range in kit design). | -| **Damage** | **Suppressor** | AoE / cleave pressure: sustained stagger, packs and lanes—keeps many threats busy in **close or mid** space. | -| **Damage** | **Reach** | **Ranged** damage: best at distance, spacing and line-of-sight play, punishes spread or exposed targets—fills the “back line DPS” read without implying a specific weapon yet. | -| **Tank** | **Bulwark** | Anchor tank: stand ground, hard mitigation, bodyguard space for the group. | -| **Tank** | **Skirmisher** | Mobile tank: pick up strays, reposition fights, mitigation through movement and timing. | -| **Heal** | **Sawbones** | Direct recovery: triage spikes, raw throughput, “fix the bar now.” | -| **Heal** | **Synthesist** | Preventive / layered: shields, HoTs, slow cleanses—flatten damage before it spikes. | -| **Util** | **Interceptor** | Shutdown: debuffs, interrupts, strip or punish enemy plans—offensive support. | -| **Util** | **Conductor** | Enable: group buffs, resource or tempo hooks, “make the party’s next play bigger.” | +Project priorities: **fun first**, then **distinctly cyberpunk**. Gig names should be **good in voice chat** (short, punchy, hard to confuse) and **signal the fantasy** without reading as generic fantasy MMO or pure military sim. -**LFG / niches:** the four **archetypes** map cleanly to “need damage / tank / heal / util.” A **conditional** LFG tool ([Party, encounters, and recruitment](#party-encounters-and-recruitment)) can treat **archetype** as the coarse tag and **gig** (or loadout) as the fine print—**open**. +**Cyberpunk flavor** here means: **street and contract work**, **net and security metaphors**, **hardware and software language**, **chrome and infrastructure**—not just “neon trim.” We avoid **Tolkien-adjacent** or **knightly** defaults unless we deliberately subvert them later. -**Still open:** final **display names**, which **weapon or gear families** attach to which gig (especially **Reach** vs **Breach** / **Suppressor**), **sub-gig** pairings that feel bad, and further roster growth after launch. Cyberpunk **skin** (corp vs street, chrome metaphors) layers on after kits exist. +Names below are **v1** after a theme pass; abilities and lore can still rename a gig if playtests demand it. + +**First draft (v1):** **nine gigs**—**three** **damage**, **two each** **tank**, **heal**, **util**. + +| Archetype | Gig | Cyberpunk read (why this name) | Draft identity (mechanical) | +|-----------|-----|-------------------------------|------------------------------| +| **Damage** | **Breach** | One clean **breach**—ICE, perimeter, or priority target—then exploit it. | Focused **spike**: burst windows, priority removal, short-to-mid range in kit. | +| **Damage** | **Cascade** | Failure **propagates** like a crash or outage—noise that hits **many** nodes at once. | **AoE / cleave** pressure, packs and lanes, close or mid space. | +| **Damage** | **Sightline** | **Optics** and **LOS**—control of angle and distance, surveillance-era violence. | **Ranged** DPS: spacing, line-of-sight play, back-line read; weapon-agnostic for now. | +| **Tank** | **Hardcase** | Street **chassis** attitude: you’re the **case** that doesn’t crack. | **Anchor** tank: stand ground, hard mitigation, hold space for the group. | +| **Tank** | **Drift** | **Slip** threat and **slide** the fight—ghost through damage, street motion. | **Mobile** tank: pick up strays, reposition, mitigation through timing and movement. | +| **Heal** | **Sawbones** | Classic **street doc**—already in-genre; visceral, human, grimy. | **Direct** healing: triage spikes, raw throughput. | +| **Heal** | **Patch** | **Patch** the body *and* the run—prevent the wipe like a hotfix before prod blows. | **Preventive / layered**: shields, HoTs, slow cleanses—flatten damage before it spikes. | +| **Util** | **Blackout** | **Kill the lights** on the enemy plan—casts, buffs, coordination. | **Shutdown**: debuffs, interrupts, punish windows—offensive support. | +| **Util** | **Relay** | You’re the **bus** that **amplifies** the crew’s signal and tempo. | **Enable**: group buffs, resource or tempo hooks—make the next team play bigger. | + +**LFG / niches:** the four **archetypes** still map to “need damage / tank / heal / util.” A **conditional** LFG tool ([Party, encounters, and recruitment](#party-encounters-and-recruitment)) can treat **archetype** as the coarse tag and **gig** (or loadout) as the fine print—**open**. + +**Still open:** **weapon / gear families** per gig (especially **Sightline** vs **Breach** / **Cascade**), **sub-gig** pairings that feel bad, corp vs street **faction skins** on the same gig, and roster growth after launch. ## Main gig + sub-gig @@ -110,7 +118,7 @@ Detail: seams table in [skills.md](skills.md). | Sub-gig slot | FFXI-style; ~½ main effective cap; hub change | Agreed ([skills.md](skills.md)) | | Hub swap | Safe hubs only; not in field / combat | Agreed | | Combat progression | Per-gig tracks | Agreed | -| Gig roster | **9 gigs**—**3 damage** (Breach, Suppressor, **Reach**), **2 each** tank / heal / util; working names in roster table | Draft | +| Gig roster | **9 gigs**—cyberpunk-themed v1 names in roster (**Breach**, **Cascade**, **Sightline**, **Hardcase**, **Drift**, **Sawbones**, **Patch**, **Blackout**, **Relay**) | Draft | | 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 | | Recruitment channel | **Deferred**—revisit with broader game/social vision; options remain chat / tool / hybrid | Deferred | diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index ee9adfb..4106883 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -13,7 +13,7 @@ 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) | **9-gig roster draft** (3× damage, 2× tank/heal/util); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships | +| [gigs.md](gigs.md) | **9-gig roster** (v1 cyberpunk names); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships | | *(add rows as files land)* | | | ### Planned topics (stubs)