chore: add game-design death-loss-recovery doc
- Add death-loss-recovery.md (E5.M1, E3.M4, E6.M3, recovery, PvE vs PvP) - Cross-link from overview (incl. combat stub), progression, skills, gigs, items, economy, gathering, crafting, abilities, README - Extend docs-review-agent ground truth for death/losspull/18/head
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@ -26,7 +26,7 @@ Use this rule when the user is working in **`docs/`** (design, decomposition, pl
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## Ground truth (required to check)
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1. **Same folder and upstream links** — Read every `docs/...` link from the target doc(s); verify paths exist and headings match intent.
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2. **Hybrid progression** — `docs/game-design/progression.md`, `skills.md`, `gigs.md`, `abilities.md`, `items.md`, `gathering.md`, `crafting.md`, `economy.md`: **Gig** = combat role; **Skill** = non-combat; **combat abilities** = gig kit (+ item channels per data); **Seams** live in `skills.md` unless a dedicated doc supersedes. **Combat encounters** → **gig XP** only (no default skill XP from the fight loop). **Gather / craft** → **skill XP** (see `gathering.md`, `crafting.md`, Epic 3)—not **gig** XP. **Mission/quest rewards** may grant **skill XP**, **currency**, or **items** when explicitly defined (`progression.md`, `economy.md`)—separate from the encounter **gig XP** path. **Economy** faucets/sinks and trade (`economy.md`) do not re-gate **craft** on **gig** (see `items.md` / Seams).
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2. **Hybrid progression** — `docs/game-design/progression.md`, `skills.md`, `gigs.md`, `abilities.md`, `items.md`, `gathering.md`, `crafting.md`, `economy.md`, `death-loss-recovery.md`: **Gig** = combat role; **Skill** = non-combat; **combat abilities** = gig kit (+ item channels per data); **Seams** live in `skills.md` unless a dedicated doc supersedes. **Combat encounters** → **gig XP** only (no default skill XP from the fight loop). **Gather / craft** → **skill XP** (see `gathering.md`, `crafting.md`, Epic 3)—not **gig** XP. **Mission/quest rewards** may grant **skill XP**, **currency**, or **items** when explicitly defined (`progression.md`, `economy.md`)—separate from the encounter **gig XP** path. **Economy** faucets/sinks and trade (`economy.md`) do not re-gate **craft** on **gig** (see `items.md` / Seams). **Death / loss / recovery** (`death-loss-recovery.md`): server-authoritative combat death; item stakes via **E3.M4** / **E5.M1**; **PvP** loss **E6.M3** vs **PvE** **open**; **cybernetics** vs external **gear** per **Seams**.
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3. **Decomposition** — Map claims to `docs/decomposition/epics/` and `docs/decomposition/modules/` where relevant; flag **conflicts** (e.g. “combat skill” vs skills-as-non-combat). **CI** enforces a minimal guard via [`scripts/check_decomposition_language.py`](../../scripts/check_decomposition_language.py) in the **PR gate** (extend the script if a vetted exception is needed).
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4. **Plans** — If work maps to `docs/plans/`, check for **acceptance criteria** vs design doc (same spirit as [code-review-agent](code-review-agent.md) plan alignment).
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@ -6,6 +6,6 @@
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**Brainstorm-only** (not specs): [`brainstorm/`](brainstorm/README.md).
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Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), **[abilities](abilities.md)** (what players trigger), **[items](items.md)** (loot, craft, equip), **[gathering](gathering.md)** (resource nodes, yields), **[crafting](crafting.md)** (recipes, pipeline), **[economy](economy.md)** (faucets, sinks, trade), zones, mechanics, and other design artifacts before they are tied to concrete systems or tickets.
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Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), **[abilities](abilities.md)** (what players trigger), **[items](items.md)** (loot, craft, equip), **[gathering](gathering.md)** (resource nodes, yields), **[crafting](crafting.md)** (recipes, pipeline), **[economy](economy.md)** (faucets, sinks, trade), **[death-loss-recovery](death-loss-recovery.md)** (stakes, recovery), zones, mechanics, and other design artifacts before they are tied to concrete systems or tickets.
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Implementation-facing breakdowns stay under [`docs/decomposition/`](../decomposition/README.md) and plans under [`docs/plans/`](../plans/).
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@ -61,6 +61,7 @@ Vision for **what the player triggers** in play: combat **kits**, non-combat **s
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| Gathering (skill XP, nodes—not gig) | [gathering.md](gathering.md) |
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| Crafting (bench skill vs gig combat use) | [crafting.md](crafting.md) |
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| Economy (trade, sinks—gig does not gate craft) | [economy.md](economy.md) |
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| Death / loss (combat death, gear stakes) | [death-loss-recovery.md](death-loss-recovery.md) |
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| Seams (gear, craft, consumables) | [skills.md](skills.md) |
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| Hybrid vocabulary | [progression.md](progression.md) |
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| Encounter rewards + combat hooks | [Epic 5](../decomposition/epics/epic_05_pve_combat.md), [Epic 7](../decomposition/epics/epic_07_quest_faction.md) |
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@ -74,3 +74,4 @@ Authoritative **recipe graph** is **data** (`RecipeDef`); design intent:
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| Epic 3 craft slice | [Epic 3 — Slice 3 (Recipes pipeline)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-3) |
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| Gather slice (inputs) | [Epic 3 — Slice 2 (Gather nodes)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-2) |
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| Economy (sinks, trade, tuning) | [economy.md](economy.md) |
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| Death / loss (durability, repair) | [death-loss-recovery.md](death-loss-recovery.md) |
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@ -0,0 +1,77 @@
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# Death, loss & recovery
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Vision for **what happens when a character fails** (especially in **combat**): **item** stakes, **durability** and **destruction**, **recovery** flow, and **anti-grief** boundaries—without duplicating **combat ability** design ([abilities.md](abilities.md)) or full **risk tier** rules (stub in [overview.md](overview.md); future **risk** doc).
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**Combat resolution & death event:** [E5.M1 — CombatRulesEngine](../decomposition/modules/E5_M1_CombatRulesEngine.md) is **server-authoritative** for outcomes including **death** ([client vs server authority](../decomposition/modules/client_server_authority.md)); telemetry includes `player_death` per [Epic 5](../decomposition/epics/epic_05_pve_combat.md).
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**Item wear and sinks:** [E3.M4 — SinkAndDurabilityLifecycle](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) (`DurabilityState`, `ItemSinkEvent`, `RepairCostRule`)—**repair** and **decay** tie into [economy.md](economy.md) **sinks** and [items.md](items.md) **rarity** expectations.
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**PvP-context loss & abuse:** [E6.M3 — LossPenaltyAndAntiGriefRules](../decomposition/modules/E6_M3_LossPenaltyAndAntiGriefRules.md) (`PvPLossRule`, `SpawnProtectionState`, `GriefingStrike`) with hooks to [E9.M4 — IntegrityAndAbuseResponse](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md) ([Epic 6](../decomposition/epics/epic_06_pvp_security.md)). Order with combat: [pvp integration](../decomposition/modules/pvp_combat_integration.md) — eligibility → resolution → **loss** rules.
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**Item schema:** per-item state lives on **`ItemInstance`** ([E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md)). **Cybernetics** vs **external armor** on death/loss follow [skills.md — Seams](skills.md#seams-gigs-skills) (**chrome** is **semi-permanent**; loadout **gear** is **swap-friendly**).
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## PvE vs PvP (design intent)
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- **PvE-first** product stance ([Epic 6](../decomposition/epics/epic_06_pvp_security.md) objective): default **loss** in **opt-in** or **high-tier** spaces can be **harsher** than in **safe** hubs; exact **banding** is a **risk** / **security tier** doc (**TBD**).
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- **PvP death** applies **E6.M3** rules (drops, durability hits, flags)—not necessarily the same table as **PvE wipe** (**open** until PvP vision lands; [gigs.md](gigs.md) **PvP** notes).
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- **Skill** and **gig** **progression** are **not** assumed to **reset** on death—loss is primarily **items**, **currency** (if any), **buffs**, and **position** unless a **hardcore** mode or **content** says otherwise (**open**).
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## Loss lenses (what can be taken or broken)
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| Lens | Design notes |
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|------|----------------|
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| **Durability** | Wear on use / death / repair loops ([E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md)) |
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| **Drop on death / corpse** | **Lootable** body, **partial** drop, or **no** drop by **security tier**—**open**; drives **economy** and **grief** surface ([economy.md](economy.md)) |
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| **Consumables** | Already **sinks**; death may **not** be the main churn—**open** |
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| **Cybernetics** | **Unlikely** to fully **strip** on routine death—aligns with **character-scoped** fantasy ([skills.md](skills.md)); **damage**, **malfunction**, or **story** loss—**open** |
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| **Materials / inventory** | **Full loot** vs **protected** slots vs **binding**—overlaps [items.md](items.md) **Open questions** |
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## Recovery (getting back into play)
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- **Respawn** points: **hub**, **checkpoint**, **squad**, **clinic** **fiction**—**open**; must be **clear** after **death** UX.
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- **Corpse run** vs **instant** re-entry vs **mission** **fail** state—content-dependent (**open**).
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- **Gig** and **loadout** after death: **same** main gig unless **content** forces **swap**; **invalid** **gear** stays governed by [gigs.md](gigs.md) **hub swap** rules when applicable.
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## Anti-grief and readability
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- **Spawn protection**, **repeated** **killing** penalties, and **escalation** to **integrity** pipeline: **E6.M3** / **E9.M4**.
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- **Readable** stakes before engagement: ties to **consent / risk UX** ([Epic 6](../decomposition/epics/epic_06_pvp_security.md), [E6.M2](../decomposition/modules/E6_M2_ConsentAndRiskUxSignals.md))—detail **TBD** in **risk** doc.
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- **Exploits** (dupe corpse, disconnect abuse): **server** truth + [E9.M4](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md).
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## Module map (death / loss–focused)
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| Module | Role | Ties to this doc |
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|--------|------|-------------------|
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| [E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md) | Combat outcomes, death | **Trigger** |
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| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, item sink | **Item** consequences |
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| [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | `ItemInstance`, binds | **What** can be lost |
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| [E6.M3](../decomposition/modules/E6_M3_LossPenaltyAndAntiGriefRules.md) | PvP loss, spawn protection | **PvP** |
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| [E6.M2](../decomposition/modules/E6_M2_ConsentAndRiskUxSignals.md) | Risk prompts | **Informed** consent |
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| [E9.M4](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md) | Abuse response | **Ops** |
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| [E8.M3](../decomposition/modules/E8_M3_PlayerTradeAndMarketplace.md) | Trade | **Recovery** via market—**optional** fiction |
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## Decisions log
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| Topic | Direction | Status |
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|-------|-----------|--------|
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| Server authority on death | **Server** resolves death and **inventory** mutations—never client-trusted | Agreed ([E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md), [authority](../decomposition/modules/client_server_authority.md)) |
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| Chrome vs external gear on loss | **Different** buckets; **chrome** not treated as **swap** **plates** | Agreed ([skills.md](skills.md) **Seams**) |
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| PvE-first | **Optional** **harsh** loss where product allows; **not** “PvP required to progress” | Agreed ([Epic 6](../decomposition/epics/epic_06_pvp_security.md) framing) |
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## Open questions
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- **Exact** PvE death tax (durability %, item drop table, **currency** **cut**) by **zone** / **instance**.
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- **Hardcore** or **seasonal** **rules** vs **main** shard policy.
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- **Failure XP** (non-lethal) remains **open** in [skills.md](skills.md)—separate from **death** **penalties**.
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- **Insurance**, **clone**, **backup** **fiction** vs implementation cost ([items.md](items.md) binding/insurance notes).
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## Where to read next
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| Topic | Document / module |
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|--------|-------------------|
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| Item buckets, binding, open loss questions | [items.md](items.md) |
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| Sinks, repair, economy | [economy.md](economy.md), [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) |
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| Combat actions & kits | [abilities.md](abilities.md), [gigs.md](gigs.md) |
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| Hybrid XP (death does not imply skill XP change) | [progression.md](progression.md) |
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| PvP product stance | [Epic 6](../decomposition/epics/epic_06_pvp_security.md) |
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| Risk & security tiers (stub) | [overview.md](overview.md) planned **Risk & security bands** |
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@ -33,7 +33,7 @@ Design lenses (exact tables **data-driven**):
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| Sink | Role |
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|------|------|
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| **Consumables** | Ongoing churn (stims, ammo-adjacent, etc.) |
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| **Durability, repair, destruction** | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md); ties to [items.md](items.md) open questions until **death** doc lands |
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| **Durability, repair, destruction** | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md); **death** stakes: [death-loss-recovery.md](death-loss-recovery.md); [items.md](items.md) open questions |
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| **Fees** | Listing, transfer, **clinic** / service **fiction**—**open** rates; `PriceBandRule` in E3.M5 |
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| **Currency dumps** | Fast travel, licenses, rep gates, **optional** **sinks** for inflation—**open** catalog |
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@ -43,7 +43,7 @@ Direction: **prototype** should prove at least one **meaningful** durable sink b
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- **One primary player currency** vs **multiple** (regional, corp scrip, crypto **fiction**)—**open**; UX must stay **readable** ([items.md](items.md) **tooltips** discipline).
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- **Wealth fantasy** includes **stockpiles**, **loadout value**, **workspace access**, and **social** **flex**—not only raw balance.
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- **Binding**, **insurance**, **theft**, and **security tiers** change **effective** supply—see [items.md](items.md) **Open questions** and future **risk** / **death** docs (**TBD**).
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- **Binding**, **insurance**, **theft**, and **security tiers** change **effective** supply—see [items.md](items.md) **Open questions**, [death-loss-recovery.md](death-loss-recovery.md), and future **risk** doc (**TBD**).
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## Trade and prices
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@ -89,3 +89,4 @@ Direction: **prototype** should prove at least one **meaningful** durable sink b
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| Hybrid XP / reward pipes | [progression.md](progression.md), [skills.md](skills.md) |
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| Epic 3 slices (incl. sinks/policy) | [Epic 3](../decomposition/epics/epic_03_crafting_economy.md) |
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| Social / corp context for trade | [Epic 8](../decomposition/epics/epic_08_social_guild.md) |
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| Death, durability, PvP loss | [death-loss-recovery.md](death-loss-recovery.md) |
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@ -64,7 +64,7 @@ Directional goals (implementation **open**):
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## Open questions
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- **Node ownership** (personal tap, party split, corp claims) vs **FFA** taps—social and exploit surface.
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- **Stealing** gathered output or **harvesting under fire**—ties to **risk bands** and **death** doc (**TBD**).
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- **Stealing** gathered output or **harvesting under fire**—ties to **risk bands** and [death-loss-recovery.md](death-loss-recovery.md) (**TBD** tuning).
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- **Bots / automation** fantasy vs anti-bot—how much **AFK** is acceptable (**open**).
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- **Cross-skill nodes** (e.g. **Intrusion** to **unlock** a **Salvage** pile)—mission design vs systemic rule.
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@ -76,6 +76,7 @@ Directional goals (implementation **open**):
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| Items & materials buckets | [items.md](items.md) |
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| Crafting & recipes (vision) | [crafting.md](crafting.md) |
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| Economy (faucets from gather + policy) | [economy.md](economy.md) |
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| Death / loss (contested gather, drops) | [death-loss-recovery.md](death-loss-recovery.md) |
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| Epic 3 gather slice | [Epic 3 — Slice 2 (Gather nodes)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-2) |
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| Interaction contracts | [E1.M3](../decomposition/modules/E1_M3_InteractionAndTargetingLayer.md) |
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| Zone ecology | [E4.M2](../decomposition/modules/E4_M2_SpawnEcologyController.md), [Epic 4](../decomposition/epics/epic_04_world_topology.md) |
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@ -135,4 +135,5 @@ Detail: seams table in [skills.md](skills.md).
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- [gathering.md](gathering.md) — **not** gig progression; **skill** nodes and yields feed economy ([progression.md](progression.md)).
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- [crafting.md](crafting.md) — **bench** = **skill**; **combat use** of most crafted **gear** still **gig**-gated ([Seams](skills.md#seams-gigs-skills)).
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- [economy.md](economy.md) — **gig** does not gate **craft**/**trade**; **wealth** loops are **skill**- and **item**-heavy ([items.md](items.md)).
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- [death-loss-recovery.md](death-loss-recovery.md) — **combat** death → **gig** loadout context; **PvP** loss rules **E6.M3** (not same as PvE—**open**).
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- [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group content where **gigs** hold security while **skills** run the hack (brainstorm).
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@ -45,7 +45,7 @@ Design **buckets** above are not 1:1 types in data—they inform tags and metada
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| [E3.M1](../decomposition/modules/E3_M1_ResourceNodeAndGatherLoop.md) | Nodes, gather, yields | **Materials**; feeds refine/craft |
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| [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md) | Recipes, craft execution | **Crafted** acquisition; **skills**-only bench |
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| [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | `ItemDef` / `ItemInstance` / slots | **All buckets**; rarity/quality/stack/equip |
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| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, sinks | [Open questions](#open-questions); death doc |
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| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, sinks | [Open questions](#open-questions); [death-loss-recovery.md](death-loss-recovery.md) |
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| [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) | Faucets/sinks policy | Drops vs craft **balance**; trade velocity |
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## Decisions log
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## Open questions
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- **Durability, repair, sinks**—when items leave the economy ([E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md)); how hard **death** hits gear (**open** with death doc).
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- **Binding**, **insurance**, **theft** in which **security tiers** ([overview.md](overview.md) risk stubs).
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- **Durability, repair, sinks**—when items leave the economy ([E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md)); how hard **death** hits gear (**open**—[death-loss-recovery.md](death-loss-recovery.md)).
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- **Binding**, **insurance**, **theft** in which **security tiers** ([overview.md](overview.md) risk stubs; [death-loss-recovery.md](death-loss-recovery.md) **Open questions**).
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- **Named crafter**, **provenance**, **counterfeits**—social/economy flavor vs implementation cost.
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- **Stacking**, **charges**, **mod slots**—per category defaults.
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| Recipes & craft pipeline (runtime) | [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md) |
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| Item schema & inventory | [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) |
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| Sinks & durability | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) |
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| Death, loss & recovery | [death-loss-recovery.md](death-loss-recovery.md) |
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| Economy vision (faucets, trade, policy) | [economy.md](economy.md) |
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| Economy policy (runtime) | [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) |
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| Encounter loot routing | [E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md), [E7.M2](../decomposition/modules/E7_M2_RewardAndUnlockRouter.md) |
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@ -6,7 +6,7 @@ This folder holds **vision-level** design: what we want players to feel, do, and
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Neon Sprawl’s design work here starts from **concrete visions** of progression, places, risk, economy, social play, combat, and the items/abilities that express them. Documents below are added as we write them; each should stay opinionated and specific enough to argue with, without pretending to be a full GDD.
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**Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Abilities** (combat vs non-combat actions): [abilities.md](abilities.md). **Items** (loot, craft, equip): [items.md](items.md). **Gathering** (nodes, skill XP, ecology): [gathering.md](gathering.md). **Crafting** (recipes, pipeline, benches): [crafting.md](crafting.md). **Economy** (faucets, sinks, trade, policy): [economy.md](economy.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md).
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**Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Abilities** (combat vs non-combat actions): [abilities.md](abilities.md). **Items** (loot, craft, equip): [items.md](items.md). **Gathering** (nodes, skill XP, ecology): [gathering.md](gathering.md). **Crafting** (recipes, pipeline, benches): [crafting.md](crafting.md). **Economy** (faucets, sinks, trade, policy): [economy.md](economy.md). **Death / loss / recovery:** [death-loss-recovery.md](death-loss-recovery.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md).
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## Presentation and target rating (vision)
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@ -30,6 +30,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression
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| [gathering.md](gathering.md) | Resource **nodes**, **Gather** skills, contesting, pipeline to refine/craft | **E3.M1** + **E4.M2**; with [skills.md](skills.md), [items.md](items.md) |
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||||
| [crafting.md](crafting.md) | **Recipes**, **Process/Make** pipeline, bench vs **gig** combat use | **E3.M2**; with [gathering.md](gathering.md), [items.md](items.md), [skills.md](skills.md) **Seams** |
|
||||
| [economy.md](economy.md) | **Faucets/sinks**, trade, **E3.M5** policy, mission vs loot **faucets** | With [items.md](items.md), [crafting.md](crafting.md); **E8.M3** trade, **E6.M4** parity |
|
||||
| [death-loss-recovery.md](death-loss-recovery.md) | **Death** stakes, **durability**/drops, **recovery**, **PvP** loss (**E6.M3**) | With [items.md](items.md), [economy.md](economy.md); **risk** stub in this file |
|
||||
| [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm |
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||||
### Planned topics (stubs)
|
||||
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|
@ -47,7 +48,7 @@ Link new files here when they exist; remove or rewrite this subsection once the
|
|||
- **Economy** — [economy.md](economy.md): currency, sinks, trade, **E3.M5** / **E8.M3**; **mission** payouts vs **combat** loot ([progression.md](progression.md)).
|
||||
- **Factions & reputation** — who remembers you, grudges, access gates; **gig** story arcs: [gigs.md](gigs.md), rep + seams: [skills.md](skills.md).
|
||||
- **Combat pillars** — [Vision stub below](#combat-pillars-vision-stub): PvE vs. PvP stance, readability, time-to-kill, fairness; **items in combat** in [items.md](items.md).
|
||||
- **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries.
|
||||
- **Death, loss & recovery** — [death-loss-recovery.md](death-loss-recovery.md): stakes, **E3.M4**/**E6.M3**, recovery UX; **risk tiers** still stub below.
|
||||
- **Risk & security bands** — safe pockets vs. wild space; where optional PvP and theft sit (aligns with security-tier thinking).
|
||||
- **Social play** — squad scale, corps, trust, betrayal affordances, async cooperation.
|
||||
- **Encounters & enemy roles** — archetypes, what a fight teaches, variety without noise. **Skill + gig split runs:** [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md).
|
||||
|
|
@ -64,8 +65,9 @@ Combat is still missing a **single** pillar doc. Until then, use this table for
|
|||
| **Combat gear, loadouts, hub swap, consumables** | [items.md](items.md) (with [skills.md](skills.md) **Seams**) |
|
||||
| **Roster, roles, party, sub-gig** | [gigs.md](gigs.md) |
|
||||
| **PvE readability, TTK, encounter fairness** | Stub—future dedicated combat doc; implementation direction in [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md) |
|
||||
| **Death, durability, recovery** | [death-loss-recovery.md](death-loss-recovery.md) (with [Epic 6](../decomposition/epics/epic_06_pvp_security.md) for **PvP** loss) |
|
||||
|
||||
**Items in fights:** [items.md](items.md) **Combat gear** is **gig**-tagged for equip/deploy; **consumables** baseline is not gig-gated; **chrome** persists across gig swap. Aligns with [abilities.md](abilities.md) **Item-linked actions**.
|
||||
**Items in fights:** [items.md](items.md) **Combat gear** is **gig**-tagged for equip/deploy; **consumables** baseline is not gig-gated; **chrome** persists across gig swap. Aligns with [abilities.md](abilities.md) **Item-linked actions**. **Stakes on defeat:** [death-loss-recovery.md](death-loss-recovery.md).
|
||||
|
||||
## Related repo docs
|
||||
|
||||
|
|
|
|||
|
|
@ -31,6 +31,7 @@ Use these terms in **design specs and tools** (fiction may say *job*, *contract*
|
|||
| **Gathering** (nodes, yields, skill XP—not gig) | [gathering.md](gathering.md) |
|
||||
| **Crafting** (recipes, pipeline, bench vs gig) | [crafting.md](crafting.md) |
|
||||
| **Economy** (faucets, sinks, trade, policy) | [economy.md](economy.md) |
|
||||
| **Death / loss / recovery** (stakes, durability, PvP loss) | [death-loss-recovery.md](death-loss-recovery.md) |
|
||||
| Skill domains, categories, XP curves, gates, mastery | [skills.md](skills.md) |
|
||||
| **Seams** (combat gear vs craft, consumables, rep, alts) | [skills.md](skills.md) (section *Seams (gigs ↔ skills)*) |
|
||||
| Loose ideas | [brainstorm/](brainstorm/README.md) |
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
# Skills (non-combat progression)
|
||||
|
||||
Design for **non-combat skills** only. **Shared vocabulary**, **why we use gigs + skills**, and the **hybrid overview** are in **[progression.md](progression.md)**. **Combat gigs** (roster, hub swap, sub-gig, etc.) are **[gigs.md](gigs.md)**. **What counts as a combat vs non-combat action** (kits, interactions, items): **[abilities.md](abilities.md)**. **Item buckets and acquisition** (loot, craft, equip): **[items.md](items.md)**. **Gathering & resource nodes** (competition, ecology, gig vs skill): **[gathering.md](gathering.md)**. **Crafting & recipes** (pipeline, benches, failure/quality): **[crafting.md](crafting.md)**. **Economy** (faucets, sinks, trade, policy): **[economy.md](economy.md)**.
|
||||
Design for **non-combat skills** only. **Shared vocabulary**, **why we use gigs + skills**, and the **hybrid overview** are in **[progression.md](progression.md)**. **Combat gigs** (roster, hub swap, sub-gig, etc.) are **[gigs.md](gigs.md)**. **What counts as a combat vs non-combat action** (kits, interactions, items): **[abilities.md](abilities.md)**. **Item buckets and acquisition** (loot, craft, equip): **[items.md](items.md)**. **Gathering & resource nodes** (competition, ecology, gig vs skill): **[gathering.md](gathering.md)**. **Crafting & recipes** (pipeline, benches, failure/quality): **[crafting.md](crafting.md)**. **Economy** (faucets, sinks, trade, policy): **[economy.md](economy.md)**. **Death, loss & recovery** (durability, PvP loss, recovery): **[death-loss-recovery.md](death-loss-recovery.md)**.
|
||||
|
||||
**This file also owns the [Seams (gigs ↔ skills)](#seams-gigs-skills)** section—rules where **gigs** and **skills** meet (gear, crafting, consumables, rep, alts). **Brainstorm-only** ideas: [`brainstorm/`](brainstorm/README.md).
|
||||
|
||||
|
|
@ -253,4 +253,5 @@ Explicit **bonuses** when skill A + B cross a threshold vs **pure fiction** (“
|
|||
- **[gathering.md](gathering.md)** — nodes, yields, **skill** XP from gather; **E3.M1** / **E4.M2** hooks (written).
|
||||
- **[crafting.md](crafting.md)** — **Process/Make** pipeline, **RecipeDef** vision, bench vs **gig**; **E3.M2** (written).
|
||||
- **[economy.md](economy.md)** — faucets/sinks, trade, **E3.M5**; mission vs loot ([progression.md](progression.md)) (written).
|
||||
- **[death-loss-recovery.md](death-loss-recovery.md)** — death stakes, **E3.M4** / **E6.M3**, recovery; **risk** doc still stub (written).
|
||||
- [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).
|
||||
|
|
|
|||
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Reference in New Issue