chore: lock game-design vocabulary (gig vs skill)

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VinPropane 2026-03-31 23:06:10 -04:00
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**Master index:** [`overview.md`](overview.md) — summary, artifact table, and links to related docs.
Non-implementation notes: skills, professions, zones, mechanics, items, abilities, and other design artifacts before they are tied to concrete systems or tickets.
Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), zones, mechanics, items, abilities, and other design artifacts before they are tied to concrete systems or tickets.
Implementation-facing breakdowns stay under [`docs/decomposition/`](../decomposition/README.md) and plans under [`docs/plans/`](../plans/).

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Neon Sprawls design work here starts from **concrete visions** of progression, places, risk, economy, social play, combat, and the items/abilities that express them. Documents below are added as we write them; each should stay opinionated and specific enough to argue with, without pretending to be a full GDD.
**Vocabulary ([skills.md](skills.md)):** **gig** = combat role; **skill** = non-combat trained capability only.
## Artifact index
| Document | Focus | Notes |
|----------|--------|--------|
| [skills.md](skills.md) | Hybrid: combat gigs + classless non-combat skills | First vision artifact |
| [skills.md](skills.md) | Gigs (combat) + skills (non-combat); hybrid progression | First vision artifact |
| *(add rows as files land)* | | |
### Planned topics (stubs)
Link new files here when they exist; remove or rewrite this subsection once the table is populated.
- **Skills & combat gigs** — [skills.md](skills.md): gig-style **combat roles** for grouping; **classless skilling** for gather/craft/etc. *Professions* stay folded into non-combat skills + rep unless a future doc defines a non-skill meaning.
- **Gigs & skills** — [skills.md](skills.md): **gigs** for combat; **skills** (classless) for gather/craft/etc. *Professions* stay folded into **skills** + rep unless a future doc defines something separate.
- **Zones** — tone, danger, faction or economic role of a place.
- **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity.
- **Mechanics** — loops, constraints, what the server vs. client must honor.
- **Items** — categories, rarity philosophy, crafting vs. drops.
- **Abilities** — inputs, timing, combo with items and skills.
- **Abilities** — inputs, timing; combo with items; **gig** vs **skill** gates (see [skills.md](skills.md) vocabulary).
- **Gathering & resources** — nodes, competition, exhaustion, what “open world” contesting feels like.
- **Crafting & recipes** — depth vs. breadth, failure, specialization; pairs with items but is its own loop.
- **Economy** — currency velocity, sinks, trade vs. self-sufficiency, how wealth shows up in play.

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# Skills & combat gigs (hybrid progression)
# Gigs & skills (hybrid progression)
Vision-level design for how characters grow. **Combat** leans **gig-style** (swap roles for grouping clarity). **Non-combat** stays **classless skilling** (gathering, crafting, and similar loops). [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1M4) still describes the **skill/XP machinery**; a **combat job layer** may sit beside or above it in data—decomposition should be revisited when this split hardens.
Vision-level design for how characters grow. **Combat** uses **gigs** (swap roles for grouping clarity). **Non-combat** uses **skills** (gathering, crafting, and similar loops). [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1M4) still describes **skill** XP machinery; a **gig** progression layer may sit beside or above it in data—decomposition should be revisited when this split hardens.
## Vocabulary
From here on in game-design docs:
| Term | Means |
|------|--------|
| **Gig** | The **combat role** (combat “class”): what you bring to a fight—kit, tuning band, party expectations. Not used for crafting or gathering. |
| **Skill** | A **non-combat** trained capability only (gather, craft, etc.). Never used to mean the combat gig. |
Fiction and UI may still say *job*, *contract*, or *loadout* in dialogue; design vocabulary stays **gig** / **skill** to avoid ambiguity.
## Why hybrid
- **Gig-style combat** gives parties a readable answer to “what are you on this run?” without forcing alts. It matches **contracts, loadouts, and corporate muscle** as fantasy.
- **RuneScape-style non-combat** keeps the **economy and crafting** surface wide: anyone can work the worlds jobs over time, and “street doc” can mean high medic craft + rep, not only a combat button pick.
- **Gigs** give parties a readable answer to “what are you on this run?” without forcing alts. They match **contracts, loadouts, and corporate muscle** as fantasy.
- **Skills** keep the **economy and crafting** surface wide: anyone can work those capabilities over time, and “street doc” can mean high medic **craft skill** + rep, not only an active gig.
## Combat gigs (roles)
## Gigs (combat)
**Gig** (job / role—final name TBD) is the **combat identity** you bring to a fight: ability access, baseline tuning band, and party expectations (tank, support, control, damage, etc.). Gigs are **swapped** under rules TBD—not necessarily mid-fight.
A **gig** is the **combat identity** you bring to a fight: ability access, baseline tuning band, and party expectations (tank, support, control, damage, etc.). Gigs are **swapped** under rules TBD—not necessarily mid-fight.
- **Swap constraints** (out of combat only, hub-only, cooldown, consumable, story gate) are a major feel knob: permissive = FF flexibility; strict = sharper commitment per outing.
- **Swap constraints** (out of combat only, hub-only, cooldown, consumable, story gate) are a major feel knob: permissive = high flexibility; strict = sharper commitment per outing.
- **Progression per gig:** separate level/track vs. shared “combat rank” with gig-specific unlocks—**open**; separate tracks support “I main tank but leveled medic for backup” at the cost of more balancing.
- **Mastery/perks** can attach to **gigs** (combat expression) while **non-combat skills** use the same *idea* for craft depth (E2.M3-style), or stay separate—**open**.
- **Mastery/perks** can attach to **gigs** (combat expression) while **skills** use the same *idea* for craft depth (E2.M3-style), or stay separate—**open**.
## Non-combat skills (classless)
## Skills (non-combat, classless)
Everything **outside combat role resolution**—gathering, refining, crafting lines, hacking that isnt the combat gig, etc.—uses **classless skills**:
Everything **outside combat role resolution**—gathering, refining, crafting lines, non-combat tech, etc.—uses **skills**:
- **Any character can train any non-combat skill** over time (subject to world gates: discovery, rep, licenses—those expand content, they are not “you picked the wrong class”).
- **Identity** for “what you do in the economy” is the **non-combat skill graph + reputation + gear**, not the combat gig you wore last night.
- **Any character can train any skill** over time (subject to world gates: discovery, rep, licenses—those expand content, they are not “you picked the wrong gig”).
- **Identity** for “what you do in the economy” is the **skill graph + reputation + gear**, not the gig you ran last night.
- **Long-term:** avoid dead-end grinds; slow or expensive is fine, “wrong choice forever” is not.
### What counts as a non-combat skill
### What counts as a skill
A **skill** here is a persistent, leveled capability improved primarily by **doing the activity** (chop, refine, assemble, etc.). Supplementary sources (books, training) stay optional. Skills stay **data-defined** (stable IDs, categories, prerequisites).
A **skill** is a persistent, leveled capability improved primarily by **doing the activity** (chop, refine, assemble, etc.). Supplementary sources (books, training) stay optional. Skills stay **data-defined** (stable IDs, categories, prerequisites).
### Categories (families)
Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech*, *Social*). They are **not** combat gigs and do not replace them.
Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech*, *Social*). They are **not** gigs and do not replace them.
### XP, failure, caps, pacing (non-combat)
Same principles as before, scoped to **non-combat** awards:
### XP, failure, caps, pacing (skills)
- **Server-authoritative** grants with structured sources (node, recipe, mission payout, …).
- **Failure XP** per activity where it helps fun and not exploits.
- **Runaway mitigation** via diminishing returns, context, soft caps.
- **Gates** (recipes, rep, licenses) should **add** paths, not fake classes.
- **Pacing/catch-up** (E2.M4) applies across non-combat skills; combat gigs may use the same engine or a parallel one—**open**.
- **Gates** (recipes, rep, licenses) should **add** paths, not fake gigs.
- **Pacing/catch-up** (E2.M4) applies across **skills**; **gigs** may use the same engine or a parallel one—**open**.
## Seams (where the two halves meet)
These need crisp answers so players and designers do not argue from different assumptions:
## Seams (gigs ↔ skills)
| Topic | Question |
|--------|----------|
| **Gear** | Can any gig use any weapon, or do gigs restrict weapon classes? |
| **Crafted combat gear** | Gated by non-combat skill, by gig level, or both? |
| **Consumables** | Usually shared; gig might gate *deployment* (e.g. only medic gig applies this stim at full power). |
| **Crafted combat gear** | Gated by **skill**, by **gig** level, or both? |
| **Consumables** | Usually shared; a gig might gate *deployment* (e.g. only medic gig applies this stim at full power). |
| **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 “everything” becomes the new problem—tune swap cost or ramp. |
| **Alts** | Hybrid should reduce alt pressure; if gig swap is too free, maining every gig becomes the new problem—tune swap cost or ramp. |
## Player-facing readability
- **Combat:** UI shows **active gig**, gig level/track, and combat abilities for that gig.
- **Non-combat:** skill list, XP sources, categories—as today.
- Avoid two different words meaning the same thing (“job” for both gig and trade skill) unless intentional in fiction.
- **Non-combat:** **skill** list, XP sources, categories.
- Use **gig** / **skill** consistently in specs and tools; flavor text can vary.
## Decisions log
| Topic | Direction | Status |
|-------|-----------|--------|
| Combat vs. non-combat | **Gigs** for combat roles; **classless skills** for gather/craft/etc. | Proposed |
| Classless vs. professions (economy) | No separate profession system; economy identity from skills + rep | Agreed ([overview](overview.md)) |
| Primary non-combat XP | Do the activity | Proposed |
| Vocabulary | **Gig** = combat role; **skill** = non-combat only | 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 |
| Failure XP | Per-activity; watch exploits | Open |
| Non-combat caps | Prefer soft; hard only if economy/PvP needs | Proposed |
| Skill caps | Prefer soft; hard only if economy/PvP needs | Proposed |
| Gig swap rules | — | Open |
| Shared vs. per-gig combat progression | — | Open |
| Epic 2 doc split | Align modules when gig data model is chosen | TBD |
## Next artifacts
- **Combat gigs** — deeper pass: roster size, swap UX, party finder tags, PvP implications ([overview](overview.md)).
- **Abilities**which abilities are **gig-locked** vs. **item-locked** vs. **skill-gated** (non-combat).
- **Items** — requirements that reference gig level vs. craft skill.
- **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.