chore: seam decision — combat gear is gig-restricted
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@ -52,17 +52,17 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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## Seams (gigs ↔ skills)
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| Topic | Question |
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|--------|----------|
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| **Gear** | Can any gig use any weapon, or do gigs restrict weapon classes? |
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| **Crafted combat gear** | Gated by **skill**, by **gig** level, or both? |
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| **Consumables** | Usually shared; a gig might gate *deployment* (e.g. only medic gig applies this stim at full power). |
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| Topic | Direction |
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|--------|-----------|
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| **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. A gig swap implies a **combat loadout change** (how automatic vs. manual is tied to [gig swap rules](#gigs-combat)—TBD). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. |
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| **Crafting combat gear** | **Open.** Who can *build* it: **skill** thresholds (e.g. gunsmith), **gig** level, rep, discovery—often **skill + recipe**, with the item still **equip-locked by gig** as above. |
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| **Consumables** | Usually shared inventory; **combat effect** may still be gig-gated (e.g. only medic gig gets full potency from a stim). |
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| **Rep / story** | Almost always **character-wide**; gigs change how you *express* it in combat. |
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| **Alts** | Hybrid should reduce alt pressure; if gig swap is too free, maining every gig becomes the new problem—tune swap cost or ramp. |
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## Player-facing readability
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- **Combat:** UI shows **active gig**, gig level/track, and combat abilities for that gig.
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- **Combat:** UI shows **active gig**, gig level/track, combat abilities, and **combat gear** the gig can use (mismatched gear disabled or greyed).
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- **Non-combat:** **skill** list, XP sources, categories.
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- Use **gig** / **skill** consistently in specs and tools; flavor text can vary.
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@ -71,6 +71,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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| Topic | Direction | Status |
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|-------|-----------|--------|
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| Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed |
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| Combat gear | **Gig-restricted** equip/activation; non-combat tools **skill**-gated | Agreed |
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| Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Proposed |
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| Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) |
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| Primary skill XP | Do the activity | Proposed |
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