diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 2d4afe8..e533453 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -55,7 +55,8 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech - **Server-authoritative** grants with structured sources (node, recipe, mission payout, …). - **Failure XP** (XP on a **failed attempt** at a skill action—e.g. burnt recipe—not **death penalty**): **per skill / per mechanic**; **open** globally, will depend on how each activity is built and what exploit surface it has. -- **Runaway mitigation** via diminishing returns, context, soft caps. +- **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**. @@ -90,7 +91,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) | | Primary skill XP | Do the activity | Agreed | | Failure XP | **Open**; decided **per skill / activity** once mechanics exist (not the same as death penalty) | Open | -| Skill caps | Prefer soft; hard only if economy/PvP needs | Proposed | +| Skill caps | **Soft**; **progressively more XP** per level (data-driven curves) | Agreed | | Gig swap rules | — | Open | | 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 |