chore: PvP gig rules open indefinite pending PvP scope
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@ -36,7 +36,7 @@ Cyberpunk paint (netrunner overlay, street sam, corp tech, etc.) layers on these
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- **Combat gear:** almost certainly **main-gig–restricted** for equip; sub feeds **abilities** only—confirm in content pass.
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- **Consumables (passive amp):** **Agreed** — **sub-gig** counts. **Passive** gig-tagged bonuses (e.g. extra healing from a med item when you’re a medic-type gig) apply if **either** **main** or **sub** matches the item’s gig hook. **Open:** if **both** match, **stack vs. single best** vs. **main wins**—pick at balance pass.
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- **PvP:** gig + sub balance, brackets, templates—**open.**
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- **PvP:** **gig rules blocked** until we know **if** and **how much** PvP the game includes—see [PvE vs PvP](#pve-vs-pvp).
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- **UI:** two gig strips, sub ability styling, loadout summary for party—**open.**
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## Progression
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@ -82,7 +82,9 @@ Earlier drafts implied a **dedicated LFG UI** (tags, filters). That is **not** d
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## PvE vs PvP
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**Open:** whether all gigs are PvP-viable on launch, **templates** (PvP loadout subset), or **security-band** restrictions ([overview](overview.md) risk stubs). Sub-gig rules may differ by mode.
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**PvP scope is undecided**—how much player-vs-player content (if any) ships, and in what form, is still unsettled. Until that vision exists, **gig-specific PvP rules** (viability per gig, **sub-gig** in PvP, brackets, **templates**, **security-band** hooks—[overview](overview.md) risk stubs) stay **open with no deadline**, not a near-term design task.
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**PvE** gig design proceeds **without** assuming a particular PvP answer.
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## Story
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@ -108,7 +110,7 @@ Detail: seams table in [skills.md](skills.md).
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| Sub-gig + consumable amp (passive) | **Sub counts**; main **or** sub can trigger passive amp | Agreed |
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| Recruitment channel | **Deferred**—revisit with broader game/social vision; options remain chat / tool / hybrid | Deferred |
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| LFG tool *(if shipped)* | **Niche** listings; **gig + loadout** eligibility per archetype; **multi-select** among qualified niches (player choice) | Agreed (conditional) |
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| PvP gig rules | — | Open |
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| PvP gig rules | **Blocked on overall PvP vision**—open indefinitely until product direction on PvP is clear | Open (indefinite) |
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## Next artifacts
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@ -13,7 +13,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression
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| Document | Focus | Notes |
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|----------|--------|--------|
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| [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) |
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| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | Recruitment channel **deferred**; niche LFG **if** tool ships |
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| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters | Recruitment **deferred**; PvP gig rules **open indefinite**; niche LFG **if** tool ships |
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| *(add rows as files land)* | | |
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### Planned topics (stubs)
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@ -88,6 +88,6 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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## Next artifacts
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- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment channel **deferred**, PvP (started; extend there).
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- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment **deferred**; **PvP** gig rules **open indefinite** (overall PvP scope TBD).
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- **Abilities** — **gig-locked** vs. **item-locked** vs. **skill-gated**.
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- **Items** — **equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.
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