diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index 601950b..ac76703 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -29,7 +29,7 @@ Cyberpunk paint (netrunner overlay, street sam, corp tech, etc.) layers on these **Agreed:** every loadout has a **main gig** and a **sub-gig** (FFXI-style). The sub adds **limited** cross-gig abilities without second-main power—a **large creative space** as the roster grows ([skills.md](skills.md) hybrid rationale). -- **Effective sub level:** at **main** per-gig level **X**, sub contributes abilities up to **⌊X / 2⌋**, capped by the **sub-gig’s own trained level**—exact `min` / rounding **TBD**. +- **Effective sub level:** at **main** per-gig level **X**, sub contributes abilities up to **⌊X / 2⌋**, capped by the **sub-gig’s own stored level** (see **XP** below)—exact `min` / rounding **TBD**. - **Hub-only** changes to main or sub ([Hub swap](#hub-swap)). **Still open:** @@ -43,9 +43,10 @@ Cyberpunk paint (netrunner overlay, street sam, corp tech, etc.) layers on these **Agreed:** **per-gig** level/XP (and later **mastery/perks** on that gig). No shared **combat rank** that levels every gig at once. **Maining every gig** on one character is allowed; **slow leveling** makes that a long-term goal ([skills.md](skills.md) seams). +**Agreed — gig XP award timing:** only the **main gig** earns **gig XP** from combat (and any other gig-level awards). The **sub-gig** earns **no** XP toward its own progression while equipped as sub—it only **reads** its stored level for ability unlocks. To level a gig you ran as sub, **swap** it to **main** at a hub and play with it primary. **UI** should make clear that **gig XP** (bars, flytext) applies to **main** only. + **Open:** -- **When gig XP applies:** only while **main**, or also while **sub**, or split rates—must be decided for server rules and telemetry. - **Curves:** same philosophy as **skills** (soft feel, more XP per level)—per-gig tables vs global template **TBD**. - **Mastery/perks** on gigs vs flat level gates—**open** (E2.M3-style expression). @@ -94,7 +95,7 @@ Detail: seams table in [skills.md](skills.md). | Hub swap | Safe hubs only; not in field / combat | Agreed | | Combat progression | Per-gig tracks | Agreed | | Gig roster size & names | Small launch set; clear niches | Open | -| Gig XP award timing (main vs sub) | — | Open | +| Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed | | Sub-gig + consumable amp | — | Open | | LFG / party tags | — | Open | | PvP gig rules | — | Open | diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index e614279..0bbbcb1 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -83,6 +83,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | 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 | | Combat progression | **Per gig**—separate level/XP (and mastery) per gig; no shared combat rank | Agreed | +| Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed | | Epic 2 doc split | Align modules when gig data model is chosen | TBD | ## Next artifacts