From c21f65532c49f6ff35cd195847d6b1fed93dc235 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:27:07 -0400 Subject: [PATCH] =?UTF-8?q?chore:=20Armtech=20swappable=20vs=20Cybernetics?= =?UTF-8?q?=20body-integrated=E2=80=94no=20overlap?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/game-design/skills.md | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 08b0d9f..b3f3611 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -31,7 +31,7 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes: |--------|-------------------------| | **Extraction** | Pulling value from the world: **earth/subsurface** (mining, drilling), **consumer salvage & biology** (**Salvage**, **Harvest**), and **urban infrastructure materials** (**Quarry**) vs geological **Extraction** skill | | **Processing** | **Refine** (ores, glass, steel, scrap → material grades); **Fab tech** (physical PCBs, chips, solenoids); **Data scrub** (abstract data—datasets, firmware, logical unlock); **Synth-chem prep** (bio/chem); other conversion | -| **Fabrication** | Gunsmith, armtech, **cybernetics** (implants, augmentation), synth-chem products, medtech fab, cooking if we track it | +| **Fabrication** | Gunsmith; **Armtech** (swappable armor/suits); **Cybernetics** (body-integrated implants—**not** Armtech); synth-chem products, medtech fab, cooking if we track it | | **Tech / intrusion** | Hacking, netsec, counter-intrusion, bypass, diagnostics—**combat-facing** net actions stay **gig** | | **Support craft** | Medtech fabrication, field repair kits; **implant install / tune** fiction may split **Cybernetics** **Make** vs bench maintenance (**open**) | @@ -93,10 +93,10 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | Skill | What it covers | Open / merge | |-------|----------------|--------------| | **Gunsmith** | Barrels, receivers, ballistics fab. | [Seams](#seams-gigs-skills): craft without gig to *use* | -| **Armtech** | Armor plates, suits, hardshell integration. | — | +| **Armtech** | **Worn / carried** armor: plates, suits, hardshell, rigs—**swap-friendly** at hub or loadout like other **combat gear**; **gig-restricted** when equipped for fights ([Seams](#seams-gigs-skills)). **Does not** cover **body-integrated** implants (**Cybernetics**)—**no** fantasy overlap — **agreed** | | **Synth-chem (product)** | Finish stims, chems, consumables from **Synth-chem prep** (and related **Process**) outputs. | — | | **Medtech fab** | Field kits, injectors, trauma foam—**craft** lane. | **Gig** Sawbones = *combat use* | -| **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** | +| **Cybernetics** | **Body-integrated** implants and augmentation: neural hooks, sensory suites, limb lines, organ-adjacent systems—**finished** installs from **Process** inputs (e.g. **Fab tech**, **Bioprocess**, **Harvest**, **Synth-chem**). **Semi-permanent** (e.g. **ocular** suite)—**not** the **swap-friendly** **Armtech** lane. Stays **active** across **gig** changes. | **Not gig-gated** — **agreed** ([Seams](#seams-gigs-skills)); **no** overlap with **Armtech** — **agreed**; strip/replace cost, clinic fiction — **open** | | **Rigging (gear)** | Drones, harnesses, tool mods—**non-combat** rigging. | Combat deployables **gig**-gated — **open** | | **Food synth** | Ration fab, street kitchens. | Skill at all? **open** | @@ -181,7 +181,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Topic | Direction | |--------|-----------| | **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. | -| **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. | +| **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. **Armtech** and **Cybernetics** **do not overlap**: **Armtech** is **easily swapped** worn armor and lives under **Combat gear** (**gig-restricted**); **Cybernetics** is **not** that bucket. | | **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. | | **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. | | **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. | @@ -190,7 +190,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod ## Player-facing readability - **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. -- **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**). +- **Cybernetics vs Armtech:** **Armtech** shows on the **combat loadout** strip (swap-friendly, gig-matched armor). **Cybernetics** shows as **character** chrome—always relevant, **not** gig-disabled—**separate** UI lane ([Seams](#seams-gigs-skills) **Cybernetics / implants**). - **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). - **Story:** journal or quest UI can separate **character / faction** threads from **gig** threads so players see which arc belongs to which gig. - Use **gig** / **skill** consistently in specs and tools; flavor text can vary. @@ -202,6 +202,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed | | Combat gear | **Gig-restricted** equip/activation for **swap-friendly** loadout; non-combat tools **skill**-gated | Agreed | | Cybernetics / implants | **Semi-permanent** augments from **Cybernetics** **Make**—**character-wide**, **not gig-gated**; persist across gig swap | Agreed | +| **Armtech** vs **Cybernetics** | **Armtech** = **swappable** worn armor (**combat gear**, gig-restricted); **Cybernetics** = **body-integrated** implants—**no** overlap | Agreed | | Crafting combat gear | **Skill**/recipe/rep (etc.) only—**not** gig or gig level; craft-for-others OK | Agreed | | Consumables | Baseline for all; **passive gig amp** from **main or sub** ([gigs.md](gigs.md)) | Agreed | | Rep / story | Character-wide **rep**; **gig**-scoped **storylines** and **main quests** (per-gig progress on one avatar) | Agreed |