chore: gig-gate combat deployables and default Make non-consumables in combat
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@ -101,9 +101,11 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, **
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| **Synth-chem (product)** | Finish stims, chems, consumables from **Synth-chem prep** (and related **Process**) outputs. | — |
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| **Medtech fab** | Field kits, injectors, trauma foam—**craft** lane. | **Gig** Sawbones = *combat use* |
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| **Cybernetics** | **Body-integrated** implants and augmentation: neural hooks, sensory suites, limb lines, organ-adjacent systems—**finished** installs from **Process** inputs (e.g. **Fab tech**, **Bioprocess**, **Harvest**, **Synth-chem**). **Semi-permanent** (e.g. **ocular** suite)—**not** swap-friendly **Hardshell** / **Softshell** / **Rigging** armor. Stays **active** across **gig** changes. | **Not gig-gated** — **agreed** ([Seams](#seams-gigs-skills)); **no** overlap with external armor skills — **agreed**; **replace** has **cost**—removed unit **likely** becomes **scrap** (salvage / recovery loop) — **agreed** direction; fees, clinic fiction, exact yields — **open** |
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| **Rigging (gear)** | Drones, harnesses, tool mods, and **powered / systems** armor **Manufacture**: exo-style frames, actuator-linked hardshell, tactical mechatronic rigs—**Fab tech**-heavy lane for **wearable** systems that are **not** plain **Hardshell** / **Softshell** fab. | **Craft** with skill; **combat equip** **gig-restricted** when the product is **combat gear**; deployables and non-combat drones — **open**; vs **Hardshell** on hybrids — **open** |
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| **Rigging (gear)** | Drones, harnesses, tool mods, and **powered / systems** armor **Manufacture**: exo-style frames, actuator-linked hardshell, tactical mechatronic rigs—**Fab tech**-heavy lane for **wearable** systems that are **not** plain **Hardshell** / **Softshell** fab. | **Craft** with skill—**no** gig; **combat deploy** / **combat activation** of **Rigging** outputs (e.g. combat drones) **gig-restricted** — **agreed** ([Seams](#seams-gigs-skills)); non-combat drone/tool use — **open**; vs **Hardshell** on hybrids — **open** |
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| **Food synth** | Ration fab, street kitchens, synth-food **Make** from **Harvest** / **Bioprocess** / **Synth-chem** inputs where recipes need them. | **Kept** in roster — **agreed** |
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**Make → gigs (combat):** **Vast majority** of **non-consumable** **Make** products are **gig-gated** when brought into **combat** (**equip**, **wear**, **deploy**). **Crafting** stays **skill**/recipe-only—e.g. anyone with **Rigging** can **build** a drone; **deploying** it in a fight needs a **gig** whose kit supports that **deploy** (**data-defined**). See [Seams](#seams-gigs-skills) **Combat gear** and **Make → combat (non-consumables)**.
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#### Tech — systems, hacking, and cyber security (non-gig)
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**Skill** tech covers **prep**, **world interaction**, and **instance / downtime** work. **Combat** net attacks, debuffs, and **today’s gig kit** **ICE-breaking in a fight** stay **gig**-gated unless we deliberately duplicate (**open**).
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@ -175,7 +177,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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| Failure XP defaults per activity type | Open |
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| Mastery respec rules | Open |
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| Cross-skill synergy math | Open |
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| Skill-based **combat-adjacent** actions (e.g. deployable) vs **gig** ability | Open |
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| Combat **deploy** / **equip** for **Make** outputs vs **gig** | **Agreed**—see [Seams](#seams-gigs-skills) **Combat gear** and **Make → combat (non-consumables)** |
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<a id="seams-gigs-skills"></a>
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@ -183,18 +185,19 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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| Topic | Direction |
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|--------|-----------|
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| **Combat gear** | **Gig-restricted.** Weapons, armor (including **Hardshell**, **Softshell**, and **Rigging**-built powered frames when worn as loadout), and other **swap-friendly** combat pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](gigs.md#hub-swap), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. **Does not** apply to **semi-permanent** **Cybernetics** augments—see **Cybernetics / implants** row. |
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| **Combat gear** | **Gig-restricted.** Weapons, armor (including **Hardshell**, **Softshell**, and **Rigging**-built powered frames when **worn** as loadout), **combat deployables** **Manufactured** by **Rigging** (e.g. drones **deployed** in a fight), and other **swap-friendly** or **field-deployed** combat pieces declare which **gig(s)** may **equip**, **wear**, **fully activate**, or **combat-deploy** them. After a **hub-only** [gig swap](gigs.md#hub-swap), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. **Does not** apply to **semi-permanent** **Cybernetics** augments—see **Cybernetics / implants** row. |
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| **Cybernetics / implants** | **Not gig-gated.** Augments from **Cybernetics** (**Make**) are **body-integrated** and **semi-permanent**: they remain **in play** when you change **main gig**, **sub-gig**, or combat loadout (e.g. an **ocular** implant does not come off at hub swap). **Crafting** stays **skill**/recipe/rep—never gig level. **Changing** an installed augment has **cost** (credits, clinic, downtime—**open**); the **replaced** piece **likely** comes out as **scrap** or salvage-grade material (feeds **Gather**/**Salvage**/**Refine** loops) rather than a clean reusable item—**agreed** direction, exact tables **open**. **Not** the same rhythm as re-banking a rifle. **External** armor (**Hardshell**, **Softshell**, **Rigging**-built powered shells) and **Cybernetics** **do not overlap**: external armor is **swap-friendly** **Combat gear** (**gig-restricted**); **Cybernetics** is **not** that bucket. |
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| **Crafting combat gear** | **No gig or gig level requirement.** Who can *build* it depends on **skills** (e.g. **Gunsmith**, **Edgesmith**, **Hardshell**, **Softshell**, **Rigging (gear)** for powered frames), recipes, rep, facilities—never on owning a gig or its level. A character can **craft combat gear they cannot equip** (wrong gig, low gig level, etc.): valid for **trade**, **stock**, or **group play**. **Equip/activation** stays **gig-restricted** as above. |
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| **Consumables** | **Carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Passive** potency can scale with **gig** match: e.g. a **medic**-tagged bonus applies if **main *or* sub-gig** matches (see [gigs.md](gigs.md)). Others use a **baseline**. **Active** abilities from consumables (if any) follow their own rules—**open**. Other items may have **no** gig hook—data-driven per item. |
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| **Crafting combat gear** | **No gig or gig level requirement.** Who can *build* it depends on **skills** (e.g. **Gunsmith**, **Edgesmith**, **Hardshell**, **Softshell**, **Rigging (gear)** for powered frames and **deployables**), recipes, rep, facilities—never on owning a gig or its level. A character can **craft combat gear they cannot equip or combat-deploy** (wrong gig, low gig level, etc.): valid for **trade**, **stock**, or **group play**. **Equip / wear / combat deploy / activation** stays **gig-restricted** as **Combat gear** above. |
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| **Make → combat (non-consumables)** | **Agreed default:** **Most** **non-consumable** **Make** outputs are **gig-gated** when used in **combat**—weapons, armor, **Rigging** **combat deployables**, and similar—via **equip**, **wear**, or **combat deployment**. **Craft** is **always** **skill**/recipe/rep (plus world gates); **gig** gates **field use**, not the bench. **Exceptions:** **Cybernetics** (**not** gig-gated); **Consumables** (see row below—**carry/use** baseline not gig-gated); **purely non-combat** **Make** (e.g. **Food synth**, civilian tools)—**data-tagged** per item (**open** catalog). |
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| **Consumables** | Unlike most **non-consumable** **Make** products, **carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Passive** potency can scale with **gig** match: e.g. a **medic**-tagged bonus applies if **main *or* sub-gig** matches (see [gigs.md](gigs.md)). Others use a **baseline**. **Active** abilities from consumables (if any) follow their own rules—**open**. Other items may have **no** gig hook—data-driven per item. |
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| **Rep / story** | **Hybrid.** **Faction / world reputation** stays **character-wide** where it fits (one person, one web of grudges). **Narrative** also includes **gig storylines** and **main-quest-style arcs** tied to a **gig**—mentor paths, employer chains, identity stories that assume you *are* that role for a chapter. State for those arcs is **per gig** (or per gig branch) on the same character; switching gigs does not erase character rep, but **gig plot progress** is its own track. |
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| **Alts / multi-gig mastery** | One avatar still reduces **alt** pressure for economy and story. **Maining every gig** is **not** a design problem for now: **gig leveling is intentionally slow**, so fully progressing (or “maxing”) every gig is a **long-term time investment**, not something handed out quickly. Players who put in that time **may** legitimately be strong in every gig on one character. **Revisit** only if pacing, live balance, or PvP show harm. |
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## Player-facing readability
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- **Combat:** UI shows **main gig**, **sub-gig**, levels/tracks, combat abilities, and **combat gear** the main gig can use (mismatched gear disabled or greyed). Consumable tooltips for **passive** amps can show **baseline vs. boosted** when **main or sub** matches the item’s gig hook.
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- **Combat:** UI shows **main gig**, **sub-gig**, levels/tracks, combat abilities, and **combat gear** the main gig can use (mismatched gear disabled or greyed). **Deployables** (**Rigging**-built, etc.): show whether this gig may **combat-deploy** the item even if you **crafted** it with skills. Consumable tooltips for **passive** amps can show **baseline vs. boosted** when **main or sub** matches the item’s gig hook.
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- **Cybernetics vs external armor:** **Hardshell**, **Softshell**, and **Rigging**-built powered pieces show on the **combat loadout** strip when equipped (swap-friendly, **gig-matched**). **Cybernetics** shows as **character** chrome—always relevant, **not** gig-disabled—**separate** UI lane ([Seams](#seams-gigs-skills) **Cybernetics / implants**).
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- **Non-combat / crafting:** **skill** list, **category** filters, XP with **source** hints where helpful; **mastery** branches when E2.M3-style systems exist. Crafting combat gear uses **skill**/recipe gates only—not gigs (optional hint if you can’t equip the product on your current gig).
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- **Non-combat / crafting:** **skill** list, **category** filters, XP with **source** hints where helpful; **mastery** branches when E2.M3-style systems exist. Crafting combat-facing **Make** uses **skill**/recipe gates only—not gigs (optional hint if you can’t **equip** or **combat-deploy** the product on your current gig).
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- **Story:** journal or quest UI can separate **character / faction** threads from **gig** threads so players see which arc belongs to which gig.
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- Use **gig** / **skill** consistently in specs and tools; flavor text can vary.
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@ -203,7 +206,9 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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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 for **swap-friendly** loadout; non-combat tools **skill**-gated | Agreed |
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| Combat gear | **Gig-restricted** **equip** / **wear** / **combat deploy** / **activation**; includes **Rigging** **combat deployables**; non-combat tools **skill**-gated | Agreed |
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| **Make** non-consumables + combat | **Default** **gig-gated** in combat; **craft** **skill**-only—**vast majority** of **Make** non-consumables | Agreed |
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| **Rigging** deployables | **Anyone** with skill can **craft**; **combat deploy** **gig**-matched (e.g. drone gig kit) | Agreed |
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| Cybernetics / implants | **Semi-permanent** augments—**character-wide**, **not gig-gated**; **replacement** costs and **likely** turns old unit into **scrap** / salvage feedstock | Agreed |
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| **Hardshell** / **Softshell** / **Rigging** vs **Cybernetics** | **External** armor (**Hardshell**, **Softshell**, **Rigging** powered shells) = **swappable** **combat gear**, gig-restricted; **Cybernetics** = **body-integrated** implants—**no** overlap | Agreed |
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| **Armor split + powered** | **Hardshell** = rigid; **Softshell** = flexible; **powered / systems** armor **Make** = **Rigging (gear)** | Agreed |
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@ -234,5 +239,5 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment **deferred**; **PvP** gig rules **open indefinite** (overall PvP scope TBD).
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- **Abilities** — **gig-locked** vs. **item-locked** vs. **skill-gated**.
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- **Items** — **equip:** gig rules for **combat gear** (incl. **Rigging**-built powered armor when worn); **cybernetics** character-wide (**not** gig-gated); **craft:** **skills** (**Hardshell**, **Softshell**, **Rigging**, etc.) and recipe/rep, never gig level.
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- **Items** — **equip / combat-deploy:** gig rules for **combat gear** (armor, **Rigging** deployables, etc.); **cybernetics** character-wide (**not** gig-gated); **craft:** **skills** only—never gig level ([Seams](#seams-gigs-skills) **Make → combat (non-consumables)**).
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- [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).
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