neon-sprawl/docs/game-design/abilities.md

71 lines
6.8 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

# Abilities (player actions)
Vision for **what the player triggers** in play: combat **kits**, non-combat **skill interactions**, and **item**-carried actions—and how those map to **gigs**, **`SkillDef`**, and **Seams**. This is **not** a full ability list or data schema; it steers combat design, UX, and implementation boundaries.
**Framing:** [progression.md](progression.md) (**gig** vs **skill**). **Combat roles:** [gigs.md](gigs.md). **Gear, craft, consumables:** [skills.md](skills.md) — [Seams (gigs ↔ skills)](skills.md#seams-gigs-skills). **Item buckets & acquisition:** [items.md](items.md). **Gather → craft economy spine:** [gathering.md](gathering.md), [crafting.md](crafting.md). **Combat pillar pointers:** [overview.md — Combat pillars](overview.md#combat-pillars-vision-stub).
## Vocabulary
| Term | Means |
|------|--------|
| **Combat ability** | An action **resolved in the combat loop** (damage, heal, control, buff, movement trick, etc.) that is **authorized by the players gig kit**—not by a non-combat **`SkillDef`** line. Unlocks and tuning track **gig level** (and **sub-gig** rules below). |
| **Skill interaction** | A **non-combat** action gated by **skills** and content: gather, craft, hack a door, use a bench, run a **skill-based encounter** slice. Uses **world / economy** systems; **not** the same contract as tab-target **combat** abilities unless we deliberately unify UX later (**open**). |
| **Item channel** | An effect delivered **through an item**: use a consumable, trigger a **weapon or gear** special, **combat-deploy** a Rigging drone, etc. **Whether** it counts as a “combat ability” for the engine is **data-defined** per item and gig match—see **Seams** and **Consumables** in [skills.md](skills.md). |
## Gig abilities (combat kit)
- **Source of truth:** the players **main gig** defines the **primary** combat kit: which abilities exist, their **unlock rungs** on that gigs level track, and baseline **party readability** (tank, heal, control, damage, etc.—[gigs.md](gigs.md)).
- **Sub-gig:** adds a **limited** set of **cross-gig** abilities at **effective sub level** (capped vs main—[gigs.md](gigs.md) **Main gig + sub-gig**). Sub supports expression; it does **not** earn **gig XP** while equipped as sub.
- **Progression:** **gig XP** and **gig level** unlock kit rows; **`SkillDef`** XP does **not** replace gig unlocks for combat buttons ([progression.md](progression.md), [Epic 2 — Skills and Progression Framework](../decomposition/epics/epic_02_skills_and_progression.md) Slice 3).
- **Input / UX:** client **hotbar** and targeting feed **combat cast intent** into the authoritative combat rules ([E1.M4 — AbilityInputScaffold](../decomposition/modules/E1_M4_AbilityInputScaffold.md) → [E5.M1 — CombatRulesEngine](../decomposition/modules/E5_M1_CombatRulesEngine.md)).
## Skill interactions (non-combat)
- **No combat `SkillDef`:** raising **Salvage** or **Intrusion** does **not** by itself add buttons to the **combat** hotbar; it opens **non-combat** loops and gates ([skills.md](skills.md)).
- **Exception carve-out (design space):** **Tech** that **looks** like “hacking in a fight” may be implemented as **gig** kit (netrunner gig) **or** as **skill-gated** world/object interactions **around** combat—**split** is documented in [skills.md](skills.md) **Tech** / **gig kit** notes; avoid silent double-stacking the same fantasy (**open** until kits are authored).
- **Mission / instance design:** same run can mix **skill** objectives and **gig** combat ([brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md)).
## Item-linked actions and Seams
- **Combat gear** (weapons, armor, **Rigging** combat deployables) can **enable**, **modify**, or **channel** abilities according to **gig** allow lists—**craft** stays **skill**/recipe; **field use** stays **gig**-gated where [skills.md](skills.md) **Seams** say so.
- **Consumables:** baseline **use** is not gig-gated; **passive** amps may scale with **main or sub** gig match; **active** consumable abilities—**open** per item ([skills.md](skills.md) **Consumables** row).
- **Cybernetics:** **not** gig-gated for **having** chrome; whether an implant adds a **combat** button is **content**—must still respect server authority and gig readability (**open** catalog).
## Readability (PvE baseline)
- **Party scan:** players should infer **role** from **gig** + visible **ability bar** / cast patterns, not from hidden skill grinds.
- **Telegraphs and tab-target:** combat abilities favor **clear** enemy-facing signals and **readable** timing—detail lives in future **combat pillars** ([overview.md](overview.md) stub) and [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md).
## Decisions log
| Topic | Direction | Status |
|-------|-----------|--------|
| Combat ability ownership | **Gig kit** + **item channels** per data; **not** unlocked by **`SkillDef`** XP | Agreed |
| Sub-gig combat abilities | **Limited** kit at **effective sub level**; no sub **gig XP** from combat | Agreed ([gigs.md](gigs.md)) |
| Non-combat actions | **`SkillDef`** / world gates; **separate** from combat hotbar by default | Agreed |
| Consumable actives | Per-item rules; **passive** gig amp from main or sub where designed | Agreed direction ([skills.md](skills.md)) |
| Same fantasy, two systems (e.g. netrun) | **Gig** vs **skill** split explicit in content; avoid duplicate **open** | Open |
## Open questions
- **Combat pillars** doc: TTK bands, interrupt rules, friendly-fire posture—stub in [overview.md](overview.md).
- **Ability count per gig**, **resource types** (energy, ammo, heat), and **ground-target** vs **single-target** mix for isometric presentation.
- **Pets / summons / persistent deployables** as ability carriers vs pure **item deploy**—Rigging + gig kit intersection.
## Where to read next
| Topic | Document |
|--------|----------|
| Gig roster, hub swap, XP | [gigs.md](gigs.md) |
| Item categories, craft vs loot | [items.md](items.md) |
| Gathering (skill XP, nodes—not gig) | [gathering.md](gathering.md) |
| Crafting (bench skill vs gig combat use) | [crafting.md](crafting.md) |
| Economy (trade, sinks—gig does not gate craft) | [economy.md](economy.md) |
| Death / loss (combat death, gear stakes) | [death-loss-recovery.md](death-loss-recovery.md) |
| Risk tiers & PvP eligibility | [risk-security-bands.md](risk-security-bands.md) |
| Zones (where fights live) | [zones.md](zones.md) |
| Seams (gear, craft, consumables) | [skills.md](skills.md) |
| Hybrid vocabulary | [progression.md](progression.md) |
| Encounter rewards + combat hooks | [Epic 5](../decomposition/epics/epic_05_pve_combat.md), [Epic 7](../decomposition/epics/epic_07_quest_faction.md) |
| Input → combat | [E1.M4](../decomposition/modules/E1_M4_AbilityInputScaffold.md), [E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md) |