chore: agree hub-only gig swap (no on-the-fly)
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@ -21,9 +21,9 @@ Fiction and UI may still say *job*, *contract*, or *loadout* in dialogue; design
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## Gigs (combat)
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A **gig** is the **combat identity** you bring to a fight: ability access, baseline tuning band, and party expectations (tank, support, control, damage, etc.). Gigs are **swapped** under rules TBD—not necessarily mid-fight.
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A **gig** is the **combat identity** you bring to a fight: ability access, baseline tuning band, and party expectations (tank, support, control, damage, etc.).
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- **Swap constraints** (out of combat only, hub-only, cooldown, consumable, story gate) are a major feel knob: permissive = high flexibility; strict = sharper commitment per outing.
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- **Swap rules (agreed):** **No on-the-fly swap.** Changing **main gig**, **sub-gig**, or both happens only at a **safe hub**—a **city**, **home base**, or other **designated swap location** (world/data-defined). Not in the field, not mid-combat. **Open:** exact site list, fees, faction gates, or cooldowns at the hub.
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- **Progression per gig:** separate level/track vs. shared “combat rank” with gig-specific unlocks—**open**; separate tracks support “I main tank but leveled medic for backup” at the cost of more balancing.
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- **Mastery/perks** can attach to **gigs** (combat expression) while **skills** use the same *idea* for craft depth (E2.M3-style), or stay separate—**open**.
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@ -33,7 +33,7 @@ A **gig** is the **combat identity** you bring to a fight: ability access, basel
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- **Reference pattern (FFXI-style):** at **main gig** level **X**, the **sub-gig** contributes abilities (and any sub-gated systems) only as if that gig were **⌊X / 2⌋**—exact floor/rounding and whether “level” means character combat rank vs. per-gig progress is **TBD**.
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- **Intent:** hybrid builds and party coverage (e.g. main damage + sub support tools) without letting a sub match a fully leveled second gig.
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- **Still open:** sub-gig **swap** rules, **gear** (likely still **main-gig–restricted** for combat gear; sub only feeds **abilities**), **consumable** amplification (main vs. sub), **PvP** ceilings, and UI (two gig strips on HUD).
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- **Still open:** **gear** (likely still **main-gig–restricted** for combat gear; sub only feeds **abilities**), **consumable** amplification (main vs. sub), **PvP** ceilings, and UI (two gig strips on HUD). **Sub-gig** choice changes use the same **hub-only** rules as main gig swap.
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## Skills (non-combat, classless)
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@ -64,7 +64,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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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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| **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](#gigs-combat), 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. |
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| **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. |
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| **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. |
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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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@ -92,13 +92,13 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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| Primary skill XP | Do the activity | Agreed |
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| Failure XP | **Open**; decided **per skill / activity** once mechanics exist (not the same as death penalty) | Open |
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| Skill caps | **Soft**; **progressively more XP** per level (data-driven curves) | Agreed |
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| Gig swap rules | — | Open |
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| Gig swap rules | **Hub-only** (city / home base / designated site)—**not** in the field or mid-fight | Agreed |
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| Sub-gig | **FFXI-style** slot **agreed**; sub abilities up to **~½ main gig level** (formula TBD); wide build space | Agreed |
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| Shared vs. per-gig combat progression | — | Open |
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| Epic 2 doc split | Align modules when gig data model is chosen | TBD |
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## Next artifacts
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- **Gigs** — roster size, main vs. **sub-gig** UX, swap rules, party finder tags, PvP ([overview](overview.md)).
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- **Gigs** — roster size, main vs. **sub-gig** UX, **hub** definitions & swap UX, party finder tags, PvP ([overview](overview.md)).
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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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