chore: document low-gig specialist path and growing skill roster
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@ -18,6 +18,7 @@ Use these terms in **design specs and tools** (fiction may say *job*, *contract*
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- **Gigs** answer “what are you on **this fight**?”—readable roles, **hub swap**, cyberpunk **contract** fantasy, without alts for combat variety.
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- **Skills** keep **economy and crafting** **classless**: anyone can raise gather/craft over time; “street doc” can mean high **medic fab** **skill** + rep, not only tonight’s gig.
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- **Specialist fantasy:** a player can **under-invest in gigs** and still **mainline the game** through **skills**—top gatherer, crafter, or tech, with **lots of options** to explore. The **skill roster** is meant to **grow** over time; see [skills.md](skills.md) **Pillars** and **Skill roster**.
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## Where to read next
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@ -12,6 +12,7 @@ Everything **outside combat role resolution** trains on **skills**. That include
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- **Any character can train any skill** over time (subject to **world gates**: discovery, rep, licenses—those **add** content, they are not “you picked the wrong class”).
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- **Economy identity** is the **skill graph + reputation + gear**, not which **gig** you had equipped last night.
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- **Specialist path:** it must be viable to **keep gigs low** (minimal combat-role investment) and still **meaningfully play** by pushing **gather / process / make / tech**—best supplier, best bench, best netsec in the hubs and instances that reward skills. Combat and story may still **touch** gigs; they must not **hard-require** high gig levels to participate in the **economy and skill loops** players care about for that lifestyle ([Seams](#seams-gigs--skills): e.g. **craft** without needing to **equip** what you make).
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- **Long-term:** avoid dead-end grinds; slow or expensive is fine, “wrong choice forever” is not.
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### What is (and isn’t) a skill
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@ -55,7 +56,9 @@ Optional **secondary category** for UI sorting only—**primary** category in da
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### Skill roster (draft ideas by category)
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**v0 — for examination, not a commit list.** Each bullet is a **candidate skill** (or tight cluster we might merge). Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** checks (especially **Tech** vs combat netrunning).
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**v0 — for examination, not a commit list.** Each bullet is a **candidate skill** (or tight cluster we might merge). The list below is a **solid opening roster**—on the order of **~18–24** names depending on how we **merge or split** clusters—and we **expect to add more** as we approach launch. A **wide** skill set is intentional: it gives design and live ops room to grow **loops**, **biomes**, and **specialist fantasies** without collapsing everything into a tiny tree.
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Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** checks (especially **Tech** vs combat netrunning).
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#### Gather — pull raw value from the world
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@ -190,6 +193,8 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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| Sub-gig | **FFXI-style** slot **agreed**; sub abilities up to **~½ main gig level** (formula TBD); wide build space | Agreed |
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| Combat progression | **Per gig**—separate level/XP (and mastery) per gig; no shared combat rank | Agreed |
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| Social skills category | **No** dedicated **Social** skill family or tracked negotiation/fixer/fence skills—outcomes live in **rep**, **quests**, **economy**, and other systems if we need them | Agreed |
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| Low-gig specialist | **Viable** to focus progression on **skills** (gather/craft/tech) with **low gig levels**; economy loops must not **hard-gate** on high gig rank | Agreed |
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| Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed |
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| Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed |
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| Epic 2 doc split | Align modules when gig data model is chosen | TBD |
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