From 3d3de5b85e5280f8e2ec3b82d0cadf5ebda95604 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Tue, 31 Mar 2026 23:12:26 -0400 Subject: [PATCH] chore: agree consumables baseline + gig amplification seam --- docs/game-design/skills.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index d5c4f37..d303681 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -56,13 +56,13 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech |--------|-----------| | **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. | | **Crafting combat gear** | **No gig or gig level requirement.** Who can *build* it depends on **skills** (e.g. gunsmith), 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. | -| **Consumables** | Usually shared inventory; **combat effect** may still be gig-gated (e.g. only medic gig gets full potency from a stim). | +| **Consumables** | **Carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Potency can scale with gig:** e.g. a **medic** (or medic-adjacent gig) gets **bonus healing / duration / cleanse** from the same med consumable that others use at a **baseline**. Other consumables may have **no** gig hook, or hooks for other gigs—data-driven per item. | | **Rep / story** | Almost always **character-wide**; gigs change how you *express* it in combat. | | **Alts** | Hybrid should reduce alt pressure; if gig swap is too free, maining every gig becomes the new problem—tune swap cost or ramp. | ## Player-facing readability -- **Combat:** UI shows **active gig**, gig level/track, combat abilities, and **combat gear** the gig can use (mismatched gear disabled or greyed). +- **Combat:** UI shows **active gig**, gig level/track, combat abilities, and **combat gear** the gig can use (mismatched gear disabled or greyed). Consumable tooltips can show **baseline vs. boosted** values when the active gig gets an amplification. - **Non-combat / crafting:** **skill** list, XP sources, categories; crafting combat gear does **not** hide recipes behind gigs—only **skill**/recipe gates (optional UI hint if the product is unequippable for your current gig). - Use **gig** / **skill** consistently in specs and tools; flavor text can vary. @@ -73,6 +73,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed | | Combat gear | **Gig-restricted** equip/activation; non-combat tools **skill**-gated | Agreed | | Crafting combat gear | **Skill**/recipe/rep (etc.) only—**not** gig or gig level; craft-for-others OK | Agreed | +| Consumables | Baseline for all; **gig can amplify** (e.g. medic + healing consumable) | Agreed | | Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Proposed | | Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) | | Primary skill XP | Do the activity | Proposed |