diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index f613ab2..38e073d 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -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). diff --git a/docs/game-design/hack-bodyguard-missions.md b/docs/game-design/hack-bodyguard-missions.md new file mode 100644 index 0000000..bc1a84a --- /dev/null +++ b/docs/game-design/hack-bodyguard-missions.md @@ -0,0 +1,36 @@ +# 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** | diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 4106883..d8590a3 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -14,6 +14,7 @@ Neon Sprawl’s 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. diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 1bf7625..538a07c 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -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).