chore: agree per-gig combat progression

pull/17/head
VinPropane 2026-03-31 23:31:15 -04:00
parent 6114dc613c
commit 8d5974fb74
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# Gigs & skills (hybrid progression)
Vision-level design for how characters grow. **Combat** uses **gigs** (swap roles for grouping clarity). **Non-combat** uses **skills** (gathering, crafting, and similar loops). [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1M4) still describes **skill** XP machinery; a **gig** progression layer may sit beside or above it in data—decomposition should be revisited when this split hardens.
Vision-level design for how characters grow. **Combat** uses **gigs** (swap roles for grouping clarity); **each gig levels on its own track** (**per-gig** progression). **Non-combat** uses **skills** (gathering, crafting, and similar loops). [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1M4) still describes **skill** XP machinery; **gig** XP/levels are **per gig**—decomposition should be revisited when this split hardens.
## Vocabulary
@ -24,14 +24,14 @@ Fiction and UI may still say *job*, *contract*, or *loadout* in dialogue; design
A **gig** is the **combat identity** you bring to a fight: ability access, baseline tuning band, and party expectations (tank, support, control, damage, etc.).
- **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.
- **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.
- **Combat progression (agreed):** **Per gig.** Each gig has its **own level/XP track** (and later mastery/perks on that gig). There is **no** shared single “combat rank” that advances all gigs at once. **Open:** when gig XP is awarded (e.g. only while main, sub, or both).
- **Mastery/perks** can attach to **gigs** (combat expression) while **skills** use the same *idea* for craft depth (E2.M3-style), or stay separate—**open**.
### Sub-gigs (FFXI-style)
**Agreed:** each loadout has a **sub-gig** slot so one character mixes two gigs without full dual-main power. That opens a **large space of creative builds** as the gig roster grows—no need to enumerate counts; the point is **breadth of choice**.
- **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**.
- **Reference pattern (FFXI-style):** at **main gig** per-gig level **X**, the **sub-gig** contributes abilities (and any sub-gated systems) only up to an **effective sub level** of **⌊X / 2⌋** (and not above the **sub-gigs own trained level**—**open** how `min`/`floor` interacts). Exact floor/rounding **TBD**.
- **Intent:** hybrid builds and party coverage (e.g. main damage + sub support tools) without letting a sub match a fully leveled second gig.
- **Still open:** **gear** (likely still **main-gigrestricted** 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.
@ -58,7 +58,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
- **Caps:** **Soft** only—no hard “max level” by default. **Each level needs more XP than the last** (threshold tables or formula; **data-driven** per skill or policy).
- **Runaway mitigation** beyond the curve: diminishing returns, context modifiers, or other knobs if telemetry demands.
- **Gates** (recipes, rep, licenses) should **add** paths, not fake gigs.
- **Pacing/catch-up** (E2.M4) applies across **skills**; **gigs** may use the same engine or a parallel one—**open**.
- **Pacing/catch-up** (E2.M4) applies across **skills**; **gig** pacing is **per-gig** (same or parallel engine—**open**).
## Seams (gigs ↔ skills)
@ -94,7 +94,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
| Skill caps | **Soft**; **progressively more XP** per level (data-driven curves) | Agreed |
| Gig swap rules | **Hub-only** (city / home base / designated site)—**not** in the field or mid-fight | Agreed |
| Sub-gig | **FFXI-style** slot **agreed**; sub abilities up to **~½ main gig level** (formula TBD); wide build space | Agreed |
| Shared vs. per-gig combat progression | — | Open |
| Combat progression | **Per gig**—separate level/XP (and mastery) per gig; no shared combat rank | Agreed |
| Epic 2 doc split | Align modules when gig data model is chosen | TBD |
## Next artifacts