chore: capture hack + bodyguard mission idea (skills + gigs)

pull/17/head
VinPropane 2026-04-03 19:40:22 -04:00
parent 49ee930f5d
commit 8bc7018776
4 changed files with 40 additions and 1 deletions

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@ -132,3 +132,4 @@ Detail: seams table in [skills.md](skills.md).
- [Abilities](overview.md) — **gig-locked** kits, sub-gig ability rules, telegraphs ([Epic 5](../decomposition/epics/epic_05_pve_combat.md)).
- [Combat pillars](overview.md) — PvE readability, TTK, risk ([overview](overview.md)).
- [Items](overview.md) — equip tags per gig; crafted vs dropped.
- [hack-bodyguard-missions.md](hack-bodyguard-missions.md) — group content where **gigs** hold security while **skills** run the hack (brainstorm).

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# Hack + bodyguard missions (idea capture)
**Status:** brainstorm only—so the concept is not lost. Not a spec; no commitment to ship, sizing, or tech.
## Pitch
Certain **instances / dungeons / group quests** split party pressure across two layers at once:
1. **Runners / hackers** — progress an objective through **non-combat skills** (intrusion, decryption, keeping a channel open, etc.). This lane is **skill**-based ([skills.md](skills.md)), not gig-based.
2. **Bodyguards** — hold space against **physical security** (drones, guards, automated defenses). This lane is **gig**-based combat ([gigs.md](gigs.md)).
Both need to succeed for the run to work. The fantasy: **corporate extraction**, **data heist**, **sabotage op**—cyberpunk bread and butter.
## Cross-lane play (examples)
Ideas to make the two halves **talk to each other** (fun > realism until balance says otherwise):
- **Hackers → combat:** take down **security comms** or **sensor nets** so **attack waves slow**, telegraphs get sloppy, or patrol routes blind.
- **Bodyguards → hack:** **physical breach** of an IT closet / NOC floor so the **defense stack** against the hack weakens (fewer counter-intrusion ticks, shorter firewall phases, etc.).
Other directions **open:** power budget for the site, timers, optional side objectives, failure states (wipe vs partial success).
## Design intent
- Reinforces the **skills vs gigs** split in **one** memorable content type.
- Gives **non-combat specialists** a spotlight **inside** group content that still has combat teeth.
- **Open:** minimum / maximum group size, solo scaling, whether one player can straddle both roles, how this ties to **zones** and **factions**, and encounter templates ([overview](overview.md) — encounters stub).
## Related docs
| Topic | Where |
|--------|--------|
| Gig roster, party language | [gigs.md](gigs.md) |
| Skills, seams with combat gear/crafting | [skills.md](skills.md) |
| Zone / instance tone later | [overview](overview.md) planned **Zones** |
| Enemy/security archetypes later | [overview](overview.md) planned **Encounters** |

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@ -14,6 +14,7 @@ Neon Sprawls design work here starts from **concrete visions** of progression
|----------|--------|--------|
| [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | 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 |
| [hack-bodyguard-missions.md](hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm |
| *(add rows as files land)* | | |
### Planned topics (stubs)
@ -34,7 +35,7 @@ Link new files here when they exist; remove or rewrite this subsection once the
- **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries.
- **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.
- **Encounters & enemy roles** — archetypes, what a fight teaches, variety without noise. **Skill + gig split runs:** [hack-bodyguard-missions.md](hack-bodyguard-missions.md).
- **Onboarding** — first session hook, clarity vs. mystery, how much systems the new player sees.
- **Tone & narrative** — how lore shows up (quests, environment, UI), voice of the world.

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@ -91,3 +91,4 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment **deferred**; **PvP** gig rules **open indefinite** (overall PvP scope TBD).
- **Abilities****gig-locked** vs. **item-locked** vs. **skill-gated**.
- **Items****equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.
- [hack-bodyguard-missions.md](hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).