diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 3345a6e..4d2b7eb 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -13,7 +13,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression | Document | Focus | Notes | |----------|--------|--------| | [progression.md](progression.md) | Shared **gig + skill** vision, vocabulary, links | Start here for progression | -| [skills.md](skills.md) | Non-combat **skills**; **gigs ↔ skills seams** | With [gigs.md](gigs.md) | +| [skills.md](skills.md) | Non-combat **skills**; seams; **v0 skill roster** by category | With [gigs.md](gigs.md) | | [gigs.md](gigs.md) | **9-gig roster** (v1 cyberpunk names); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships | | [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm | | *(add rows as files land)* | | | diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index fb2d170..98fd015 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -55,6 +55,54 @@ New skills land here as **design + data** demand; a skill can sit in **multiple Optional **secondary category** for UI sorting only—**primary** category in data drives balance defaults. +### Skill roster (draft ideas by category) + +**v0 — for examination, not a commit list.** Each bullet is a **candidate skill** (or tight cluster we might merge). Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** checks (especially **Tech** vs combat netrunning). + +#### Gather — pull raw value from the world + +- **Salvage** — wrecks, derelicts, e-waste pulls, stripped chrome. +- **Extraction** — mined or drilled feedstock (synth ores, rare earths, substrate for industry). +- **Reclaim** — urban scavenge: construction scrap, abandoned blocks, “legal gray” recovery. +- **Harvest (bio)** — cultured tissue, fungal mats, organics for chem or food chains (**open** how grim we want this). +- **Quarry / bulk** — aggregate and low-grade mass for concrete, fill, industrial bulk (**open** if distinct from Extraction). + +#### Process — turn raw into workable intermediate + +- **Refine** — smelt, purify, reduce ore and scrap to usable grades. +- **Synth-chem prep** — precursors, reagents, stable compounds for **Make** (stims, reactives, polymers). +- **Bioprocess** — ferment, culture, grow feedstock for medtech or consumables. +- **Composite work** — laminate layers, weave fibers, prep armtech “blanks” before final assembly. +- **Data scrub** — clean, normalize, or decrypt **datasets** that become a craft input (**Tech** overlap—pick one primary category). + +#### Make — recipes, benches, finished goods + +- **Gunsmith** — barrels, receivers, ballistics fab (ties [Seams](#seams-gigs--skills): craft without gig to *use*). +- **Armtech** — armor plates, suits, hardshell integration. +- **Synth-chem (product)** — finish stims, chems, consumables from **Process** outputs. +- **Medtech fab** — field kits, injectors, trauma foam—**craft** lane; **gig** Sawbones is *combat use*. +- **Rigging (gear)** — drones, harnesses, tool mods—**non-combat** rigging; combat deployables stay **gig**-gated (**open**). +- **Food synth** — ration fab, street kitchens (**open** if we skill it). + +#### Tech — systems work that is not “today’s gig kit” + +- **Intrusion** — bypass doors, hijack non-combat systems, mission timers on networks (**combat** debuff/net attacks stay **gig**). +- **Electronics** — repair boards, swap modules, bench diagnostics on devices and vehicles. +- **Signal** — scan, trace, tap—**out of combat** or **instance objectives**; battlefield version **open** (gig vs skill). +- **Fabrication tech** — print circuits, micro-actuators—feeds **Make** or stands alone (**open**). + +#### Social — only if we give real loops and XP + +- **Negotiation** — better outcomes on prices, timers, aggression thresholds in supported content. +- **Fixer facework** — unlock alternate quest routes, call in markers (**open** vs pure rep). +- **Fence / laundering** — move hot goods with less heat (**economy risk** skill—**open**). + +**Cross-cutting notes** + +- **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy; **Salvage** + **Reclaim** vs one **Scavenge** skill. +- **Cut / defer:** **Social** entire row if we decide rep-only; **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 - **Server-authoritative** XP and level resolution ([E2.M2](../decomposition/modules/E2_M2_XpAwardAndLevelEngine.md)). @@ -102,7 +150,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Topic | Status | |-------|--------| -| Full launch **skill list** and names | Open | +| Full launch **skill list** and names | **Draft** roster by category in [Skill roster](#skill-roster-draft-ideas-by-category) | | Social / negotiation as tracked skills | Open | | Failure XP defaults per activity type | Open | | Mastery respec rules | Open |