chore: cybernetics semi-permanent and not gig-gated (Seams + decisions)
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@ -96,7 +96,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, **
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| **Armtech** | Armor plates, suits, hardshell integration. | — |
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| **Synth-chem (product)** | Finish stims, chems, consumables from **Synth-chem prep** (and related **Process**) outputs. | — |
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| **Medtech fab** | Field kits, injectors, trauma foam—**craft** lane. | **Gig** Sawbones = *combat use* |
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| **Cybernetics** | **Implants, augmentation, chrome:** neural hooks, sensory suites, limb lines, organ-adjacent systems—**finished** installable augments from **Process** inputs (e.g. **Fab tech**, **Bioprocess**, **Harvest**, **Synth-chem**). | **Equip / slots** vs **combat loadout** and gig-gated combat chrome — **open** ([Seams](#seams-gigs-skills)); overlap with **Medtech fab** / **Armtech** fiction — **open** |
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| **Cybernetics** | **Implants, augmentation, chrome:** neural hooks, sensory suites, limb lines, organ-adjacent systems—**finished** installable augments from **Process** inputs (e.g. **Fab tech**, **Bioprocess**, **Harvest**, **Synth-chem**). **Semi-permanent** **body** integration (e.g. an **ocular** suite)—**not** swapped like daily loadout; stays **active** across **gig** changes. | **Not gig-gated** — **agreed** ([Seams](#seams-gigs-skills)); strip/replace cost, clinic fiction, vs removable **Armtech** — **open** |
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| **Rigging (gear)** | Drones, harnesses, tool mods—**non-combat** rigging. | Combat deployables **gig**-gated — **open** |
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| **Food synth** | Ration fab, street kitchens. | Skill at all? **open** |
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@ -180,7 +180,8 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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| Topic | Direction |
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|--------|-----------|
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| **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](gigs.md#hub-swap), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. |
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| **Combat gear** | **Gig-restricted.** Weapons, armor, and other **swap-friendly** combat-loadout pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](gigs.md#hub-swap), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. **Does not** apply to **semi-permanent** **Cybernetics** augments—see **Cybernetics / implants** row. |
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| **Cybernetics / implants** | **Not gig-gated.** Augments from **Cybernetics** (**Make**) are **body-integrated** and **semi-permanent**: they remain **in play** when you change **main gig**, **sub-gig**, or combat loadout (e.g. an **ocular** implant does not come off at hub swap). **Crafting** stays **skill**/recipe/rep—never gig level. Removal, replacement, or tier-up may be **costly** and **fiction-heavy** (clinic, downtime)—**open**—but is **not** the same rhythm as re-banking a rifle. Contrast **Armtech** suits/plates and other **combat gear**, which stay **gig-restricted** above. |
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| **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. |
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| **Consumables** | **Carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Passive** potency can scale with **gig** match: e.g. a **medic**-tagged bonus applies if **main *or* sub-gig** matches (see [gigs.md](gigs.md)). Others use a **baseline**. **Active** abilities from consumables (if any) follow their own rules—**open**. Other items may have **no** gig hook—data-driven per item. |
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| **Rep / story** | **Hybrid.** **Faction / world reputation** stays **character-wide** where it fits (one person, one web of grudges). **Narrative** also includes **gig storylines** and **main-quest-style arcs** tied to a **gig**—mentor paths, employer chains, identity stories that assume you *are* that role for a chapter. State for those arcs is **per gig** (or per gig branch) on the same character; switching gigs does not erase character rep, but **gig plot progress** is its own track. |
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@ -189,6 +190,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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## Player-facing readability
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- **Combat:** UI shows **main gig**, **sub-gig**, levels/tracks, combat abilities, and **combat gear** the main gig can use (mismatched gear disabled or greyed). Consumable tooltips for **passive** amps can show **baseline vs. boosted** when **main or sub** matches the item’s gig hook.
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- **Cybernetics:** **Implants** read as **character** chrome—always relevant, **not** hidden or disabled by gig mismatch; separate from the **combat loadout** strip ([Seams](#seams-gigs-skills) **Cybernetics / implants**).
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- **Non-combat / crafting:** **skill** list, **category** filters, XP with **source** hints where helpful; **mastery** branches when E2.M3-style systems exist. Crafting combat gear uses **skill**/recipe gates only—not gigs (optional hint if you can’t equip the product on your current gig).
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- **Story:** journal or quest UI can separate **character / faction** threads from **gig** threads so players see which arc belongs to which gig.
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- Use **gig** / **skill** consistently in specs and tools; flavor text can vary.
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@ -198,7 +200,8 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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| Topic | Direction | Status |
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|-------|-----------|--------|
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| Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed |
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| Combat gear | **Gig-restricted** equip/activation; non-combat tools **skill**-gated | Agreed |
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| Combat gear | **Gig-restricted** equip/activation for **swap-friendly** loadout; non-combat tools **skill**-gated | Agreed |
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| Cybernetics / implants | **Semi-permanent** augments from **Cybernetics** **Make**—**character-wide**, **not gig-gated**; persist across gig swap | Agreed |
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| Crafting combat gear | **Skill**/recipe/rep (etc.) only—**not** gig or gig level; craft-for-others OK | Agreed |
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| Consumables | Baseline for all; **passive gig amp** from **main or sub** ([gigs.md](gigs.md)) | Agreed |
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| Rep / story | Character-wide **rep**; **gig**-scoped **storylines** and **main quests** (per-gig progress on one avatar) | Agreed |
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@ -224,5 +227,5 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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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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- **Items** — **equip:** gig rules for **combat gear**; **cybernetics** character-wide (**not** gig-gated); **craft:** **skills** (and recipe/rep), never gig level.
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- [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).
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