diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index cd028bd..b2d095f 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -29,7 +29,7 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes: | Domain | Examples (illustrative) | |--------|-------------------------| -| **Extraction** | Pulling value from the world: **earth/subsurface** (mining, drilling), **wrecks & biology** (salvage, reclaim, harvest), and **infra bulk** (quarry from **buildings / city stack**) when we treat that as its own gather skill vs geological **Extraction** | +| **Extraction** | Pulling value from the world: **earth/subsurface** (mining, drilling), **wrecks & biology** (salvage, harvest), and **infra bulk** (quarry from **buildings / city stack**) when we treat that as its own gather skill vs geological **Extraction** | | **Processing** | Refining, chemistry prep, material conversion | | **Fabrication** | Weaponsmith, armtech, synth-chem, cooking if we track it | | **Tech / intrusion** | Hacking, netsec, counter-intrusion, bypass, diagnostics—**combat-facing** net actions stay **gig** | @@ -56,7 +56,7 @@ Optional **secondary category** for UI sorting only—**primary** category in da ### Skill roster (draft ideas by category) -**v0 — for examination, not a commit list.** Each row is a **candidate skill** (or tight cluster we might merge). The tables below are a **solid opening roster**—on the order of **~18–24** names depending on how we **merge or split** clusters—and we **expect to add more** as we approach launch. A **wide** skill set is intentional: it gives design and live ops room to grow **loops**, **biomes**, and **specialist fantasies** without collapsing everything into a tiny tree. +**v0 — for examination, not a commit list.** Each row is a **candidate skill** (or tight cluster we might merge). The tables below are a **solid opening roster**—on the order of **~17–23** names depending on how we **merge or split** clusters—and we **expect to add more** as we approach launch. A **wide** skill set is intentional: it gives design and live ops room to grow **loops**, **biomes**, and **specialist fantasies** without collapsing everything into a tiny tree. Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** checks (especially **Tech** vs combat netrunning). @@ -68,9 +68,8 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** |-------|----------------|--------------| | **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — | | **Extraction** | **From the earth:** mined or drilled feedstock—synth ores, rare earths, geological substrate for industry (subsurface and natural seams, not the city stack). | — | -| **Reclaim** | Urban scavenge: construction scrap, abandoned blocks, “legal gray” recovery. | Merge vs **Salvage** → one **Scavenge**? **open** | | **Harvest (bio)** | Cultured tissue, fungal mats, organics for chem or food chains. | Tone / how grim — **open** | -| **Quarry / bulk** | **Salvage at civic scale** from **buildings and city infrastructure:** aggregate, structural demo recoverables, fill and mass for concrete—**built environment**, not the earth seam. | Intentionally **not** **Extraction** (earth vs **infra**); overlap with **Reclaim** granularity — **open** | +| **Quarry / bulk** | **Salvage at civic scale** from **buildings and city infrastructure:** aggregate, structural demo recoverables, fill and mass for concrete—**built environment**, not the earth seam. | Intentionally **not** **Extraction** (earth vs **infra**); fine-grained urban scrap lives in **Salvage** vs bulk **Quarry** — **open** | #### Process — turn raw into workable intermediate @@ -110,7 +109,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** **Cross-cutting notes** -- **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy; **Salvage** + **Reclaim** vs one **Scavenge** skill. +- **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy; **Salvage** vs **Quarry** boundary (wreck/chrome vs infra bulk) — **open**. - **Cut / defer:** **Food synth** if not a loop. - **Next pass:** pick **prototype trio** (one Gather, one Process/Make, one Tech) for Epic 2/3 slices—align with decomposition when ready.