From 38021311aaf6be8069ec0fe5343fae50e6cf3cf9 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:28:18 -0400 Subject: [PATCH] chore: keep Food synth Make skill; remove defer note --- docs/game-design/skills.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index d5ad252..3463235 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -31,7 +31,7 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes: |--------|-------------------------| | **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** (physical PCBs, chips, solenoids); **Data scrub** (abstract data—datasets, firmware, logical unlock); **Synth-chem prep** (bio/chem); other conversion | -| **Fabrication** | Gunsmith; **Armtech** (swappable armor/suits); **Cybernetics** (body-integrated implants—**not** Armtech); synth-chem products, medtech fab, cooking if we track it | +| **Fabrication** | Gunsmith; **Armtech**; **Cybernetics**; synth-chem products, medtech fab, **Food synth** | | **Tech / intrusion** | Hacking, netsec, counter-intrusion, bypass, diagnostics—**combat-facing** net actions stay **gig** | | **Support craft** | Medtech fabrication, field repair kits; **implant install / tune** fiction may split **Cybernetics** **Make** vs bench maintenance (**open**) | @@ -49,7 +49,7 @@ New skills land here as **design + data** demand; a skill can sit in **multiple |----------|-------------| | **Gather** | Nodes, yields, field extraction | | **Process** | **Refine**; **Fab tech** (physical fab); **Data scrub** (data/firmware); **Synth-chem prep** (bio/chem); batch; intermediate goods | -| **Make** | Finished goods, recipes, bench work—**Gunsmith**, **Armtech**, **Cybernetics**, **Medtech fab**, etc. | +| **Make** | Finished goods, recipes, bench work—**Gunsmith**, **Armtech**, **Cybernetics**, **Medtech fab**, **Food synth**, etc. | | **Tech** | Intrusion, netsec, counter-intrusion, electronics, signal—**not** combat gig kit | Optional **secondary category** for UI sorting only—**primary** category in data drives balance defaults. @@ -98,7 +98,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | **Medtech fab** | Field kits, injectors, trauma foam—**craft** lane. | **Gig** Sawbones = *combat use* | | **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** the **swap-friendly** **Armtech** lane. Stays **active** across **gig** changes. | **Not gig-gated** — **agreed** ([Seams](#seams-gigs-skills)); **no** overlap with **Armtech** — **agreed**; **replace** has **cost**—removed unit **likely** becomes **scrap** (salvage / recovery loop) — **agreed** direction; fees, clinic fiction, exact yields — **open** | | **Rigging (gear)** | Drones, harnesses, tool mods—**non-combat** rigging. | Combat deployables **gig**-gated — **open** | -| **Food synth** | Ration fab, street kitchens. | Skill at all? **open** | +| **Food synth** | Ration fab, street kitchens, synth-food **Make** from **Harvest** / **Bioprocess** / **Synth-chem** inputs where recipes need them. | **Kept** in roster — **agreed** | #### Tech — systems, hacking, and cyber security (non-gig) @@ -118,7 +118,6 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** - **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 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. ### XP, levels, curves @@ -221,6 +220,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | **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 | +| **Food synth** | **Make** skill **kept**—rations, street kitchens, food economy loops | Agreed | | Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed | | Epic 2 doc split | Align modules when gig data model is chosen | TBD |