chore: conditional LFG design — niches, gig+loadout eligibility, multi-select
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@ -69,11 +69,13 @@ Earlier drafts implied a **dedicated LFG UI** (tags, filters). That is **not** d
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**Open — product / client:**
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- **Recruitment:** chat-only vs **built-in LFG/matchmaking** vs hybrid; scope for **launch** vs later.
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- **Recruitment channel:** chat-only vs **built-in LFG/matchmaking** vs hybrid; scope for **launch** vs later.
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**Open — only if a structured LFG-style tool exists:**
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**If we ship an LFG-style tool** (common in modern MMOs)—**agreed direction, conditional on building it:**
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- Tags/filters (**gig** vs **niche**), how **main/sub** appears, limits, auto-fill from loadout.
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- Listings and search are **niche / archetype** oriented (mitigation, heal, damage, control, etc.)—not raw gig names as the primary filter.
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- **Eligibility:** the game (or data rules) decides whether your **current gig + loadout** (main/sub, gear, etc.—exact inputs **TBD**) **qualifies** you to advertise under each niche. If you qualify for **several**, you may **select multiple** niches for your listing—**player discretion** among what you’re allowed, not forced single pick.
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- **Open:** eligibility tables per gig/loadout template, caps on how many niches one listing shows, how **sub-gig** factors in, and UX copy.
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**Open — rules / content (independent of LFG UI):**
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@ -106,7 +108,8 @@ Detail: seams table in [skills.md](skills.md).
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| Gig roster size & names | Small launch set; clear niches | Open |
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| Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed |
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| Sub-gig + consumable amp (passive) | **Sub counts**; main **or** sub can trigger passive amp | Agreed |
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| Recruitment UX | **Undecided:** chat-only vs LFG/matchmaking tool vs hybrid; tag schema only if tool ships | Open |
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| Recruitment channel | Chat-only vs LFG/matchmaking vs hybrid; launch scope | Open |
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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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## 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 UI undecided |
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| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | LFG **if shipped:** niche + loadout eligibility |
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| *(add rows as files land)* | | |
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### Planned topics (stubs)
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