From c07237db3935efa83c21661e9c2b28031ae15622 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 19:17:59 -0400 Subject: [PATCH] =?UTF-8?q?chore:=20conditional=20LFG=20design=20=E2=80=94?= =?UTF-8?q?=20niches,=20gig+loadout=20eligibility,=20multi-select?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/game-design/gigs.md | 11 +++++++---- docs/game-design/overview.md | 2 +- 2 files changed, 8 insertions(+), 5 deletions(-) diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index 9a64c77..102b1ae 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -69,11 +69,13 @@ Earlier drafts implied a **dedicated LFG UI** (tags, filters). That is **not** d **Open — product / client:** -- **Recruitment:** chat-only vs **built-in LFG/matchmaking** vs hybrid; scope for **launch** vs later. +- **Recruitment channel:** chat-only vs **built-in LFG/matchmaking** vs hybrid; scope for **launch** vs later. -**Open — only if a structured LFG-style tool exists:** +**If we ship an LFG-style tool** (common in modern MMOs)—**agreed direction, conditional on building it:** -- Tags/filters (**gig** vs **niche**), how **main/sub** appears, limits, auto-fill from loadout. +- Listings and search are **niche / archetype** oriented (mitigation, heal, damage, control, etc.)—not raw gig names as the primary filter. +- **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. +- **Open:** eligibility tables per gig/loadout template, caps on how many niches one listing shows, how **sub-gig** factors in, and UX copy. **Open — rules / content (independent of LFG UI):** @@ -106,7 +108,8 @@ Detail: seams table in [skills.md](skills.md). | Gig roster size & names | Small launch set; clear niches | Open | | Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed | | Sub-gig + consumable amp (passive) | **Sub counts**; main **or** sub can trigger passive amp | Agreed | -| Recruitment UX | **Undecided:** chat-only vs LFG/matchmaking tool vs hybrid; tag schema only if tool ships | Open | +| Recruitment channel | Chat-only vs LFG/matchmaking vs hybrid; launch scope | Open | +| LFG tool *(if shipped)* | **Niche** listings; **gig + loadout** eligibility per archetype; **multi-select** among qualified niches (player choice) | Agreed (conditional) | | PvP gig rules | — | Open | ## Next artifacts diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index afeb2a3..e3ba211 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -13,7 +13,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression | Document | Focus | Notes | |----------|--------|--------| | [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) | -| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | Recruitment UI undecided | +| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | LFG **if shipped:** niche + loadout eligibility | | *(add rows as files land)* | | | ### Planned topics (stubs)