diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 37889b9..d5c4f37 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -55,7 +55,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | Topic | Direction | |--------|-----------| | **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. A gig swap implies a **combat loadout change** (how automatic vs. manual is tied to [gig swap rules](#gigs-combat)—TBD). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. | -| **Crafting combat gear** | **Open.** Who can *build* it: **skill** thresholds (e.g. gunsmith), **gig** level, rep, discovery—often **skill + recipe**, with the item still **equip-locked by gig** as above. | +| **Crafting combat gear** | **No gig or gig level requirement.** Who can *build* it depends on **skills** (e.g. gunsmith), recipes, rep, facilities—never on owning a gig or its level. A character can **craft combat gear they cannot equip** (wrong gig, low gig level, etc.): valid for **trade**, **stock**, or **group play**. **Equip/activation** stays **gig-restricted** as above. | | **Consumables** | Usually shared inventory; **combat effect** may still be gig-gated (e.g. only medic gig gets full potency from a stim). | | **Rep / story** | Almost always **character-wide**; gigs change how you *express* it in combat. | | **Alts** | Hybrid should reduce alt pressure; if gig swap is too free, maining every gig becomes the new problem—tune swap cost or ramp. | @@ -63,7 +63,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech ## Player-facing readability - **Combat:** UI shows **active gig**, gig level/track, combat abilities, and **combat gear** the gig can use (mismatched gear disabled or greyed). -- **Non-combat:** **skill** list, XP sources, categories. +- **Non-combat / crafting:** **skill** list, XP sources, categories; crafting combat gear does **not** hide recipes behind gigs—only **skill**/recipe gates (optional UI hint if the product is unequippable for your current gig). - Use **gig** / **skill** consistently in specs and tools; flavor text can vary. ## Decisions log @@ -72,6 +72,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech |-------|-----------|--------| | Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed | | Combat gear | **Gig-restricted** equip/activation; non-combat tools **skill**-gated | Agreed | +| Crafting combat gear | **Skill**/recipe/rep (etc.) only—**not** gig or gig level; craft-for-others OK | Agreed | | Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Proposed | | Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) | | Primary skill XP | Do the activity | Proposed | @@ -85,4 +86,4 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech - **Gigs** — roster size, swap UX, party finder tags, PvP ([overview](overview.md)). - **Abilities** — **gig-locked** vs. **item-locked** vs. **skill-gated**. -- **Items** — requirements: **gig** level vs. **skill** level. +- **Items** — **equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.