From db452e9c564f7b72c73f1f5369cc7515dda58706 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Tue, 31 Mar 2026 23:13:48 -0400 Subject: [PATCH] chore: rep character-wide, gig-scoped storylines and main quests --- docs/game-design/overview.md | 2 +- docs/game-design/skills.md | 4 +++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 60edbea..94a6a7a 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -28,7 +28,7 @@ Link new files here when they exist; remove or rewrite this subsection once the - **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. -- **Factions & reputation** — who remembers you, grudges, access gates, story pressure. +- **Factions & reputation** — who remembers you, grudges, access gates; **gig** story arcs are scoped in [skills.md](skills.md) seams. - **Combat pillars** — PvE vs. PvP stance, readability, time-to-kill, what “fair” means here. - **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries. - **Risk & security bands** — safe pockets vs. wild space; where optional PvP and theft sit (aligns with security-tier thinking). diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index d303681..985c026 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -57,13 +57,14 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. A gig swap implies a **combat loadout change** (how automatic vs. manual is tied to [gig swap rules](#gigs-combat)—TBD). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. | | **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. **Potency can scale with gig:** e.g. a **medic** (or medic-adjacent gig) gets **bonus healing / duration / cleanse** from the same med consumable that others use at a **baseline**. Other consumables may have **no** gig hook, or hooks for other gigs—data-driven per item. | -| **Rep / story** | Almost always **character-wide**; gigs change how you *express* it in combat. | +| **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. | | **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, combat abilities, and **combat gear** the gig can use (mismatched gear disabled or greyed). Consumable tooltips can show **baseline vs. boosted** values when the active gig gets an amplification. - **Non-combat / crafting:** **skill** list, XP sources, categories; crafting combat gear does **not** hide recipes behind gigs—only **skill**/recipe gates (optional UI hint if the product is unequippable for 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. ## Decisions log @@ -74,6 +75,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | Combat gear | **Gig-restricted** equip/activation; non-combat tools **skill**-gated | Agreed | | Crafting combat gear | **Skill**/recipe/rep (etc.) only—**not** gig or gig level; craft-for-others OK | Agreed | | Consumables | Baseline for all; **gig can amplify** (e.g. medic + healing consumable) | Agreed | +| Rep / story | Character-wide **rep**; **gig**-scoped **storylines** and **main quests** (per-gig progress on one avatar) | 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 |