chore: defer recruitment channel until broader vision
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@ -67,9 +67,7 @@ Earlier drafts implied a **dedicated LFG UI** (tags, filters). That is **not** d
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**Design intent (UI-agnostic):** gigs still give **shared vocabulary**—“need mitigation,” “need cleanse,” “LF damage”—whether typed in chat or, later, picked from a structured browser. **Encounter** and **scaling** design can reason about **niches** without assuming any specific recruitment feature ships.
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**Open — product / client:**
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- **Recruitment channel:** chat-only vs **built-in LFG/matchmaking** vs hybrid; scope for **launch** vs later.
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**Recruitment channel — deferred:** whether we ship **chat-only**, a **built-in LFG/matchmaking** tool, or a **hybrid** is **not** something to lock now. Revisit once **social, zone, and session vision** are further along; the **conditional LFG design** below stays ready if we build a tool.
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**If we ship an LFG-style tool** (common in modern MMOs)—**agreed direction, conditional on building it:**
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@ -108,7 +106,7 @@ Detail: seams table in [skills.md](skills.md).
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| Gig roster size & names | Small launch set; clear niches | Open |
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| Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed |
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| Sub-gig + consumable amp (passive) | **Sub counts**; main **or** sub can trigger passive amp | Agreed |
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| Recruitment channel | Chat-only vs LFG/matchmaking vs hybrid; launch scope | Open |
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| Recruitment channel | **Deferred**—revisit with broader game/social vision; options remain chat / tool / hybrid | Deferred |
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| LFG tool *(if shipped)* | **Niche** listings; **gig + loadout** eligibility per archetype; **multi-select** among qualified niches (player choice) | Agreed (conditional) |
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| PvP gig rules | — | Open |
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@ -13,14 +13,14 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression
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| Document | Focus | Notes |
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|----------|--------|--------|
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| [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) |
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| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | LFG **if shipped:** niche + loadout eligibility |
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| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | Recruitment channel **deferred**; niche LFG **if** tool ships |
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| *(add rows as files land)* | | |
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### Planned topics (stubs)
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Link new files here when they exist; remove or rewrite this subsection once the table is populated.
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- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/encounters (LFG tool vs chat **open**). **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate.
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- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/encounters; recruitment channel **deferred** until more vision exists. **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate.
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- **Zones** — tone, danger, faction or economic role of a place.
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- **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity.
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- **Mechanics** — loops, constraints, what the server vs. client must honor.
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@ -88,6 +88,6 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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## Next artifacts
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- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment (chat vs tool **open**), PvP (started; extend there).
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- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment channel **deferred**, PvP (started; extend there).
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- **Abilities** — **gig-locked** vs. **item-locked** vs. **skill-gated**.
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- **Items** — **equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.
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