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

91 lines
6.9 KiB
Markdown
Raw 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.

# Gigs & skills (hybrid progression)
Vision-level design for how characters grow. **Combat** uses **gigs** (swap roles for grouping clarity). **Non-combat** uses **skills** (gathering, crafting, and similar loops). [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1M4) still describes **skill** XP machinery; a **gig** progression layer may sit beside or above it in data—decomposition should be revisited when this split hardens.
## Vocabulary
From here on in game-design docs:
| Term | Means |
|------|--------|
| **Gig** | The **combat role** (combat “class”): what you bring to a fight—kit, tuning band, party expectations. Not used for crafting or gathering. |
| **Skill** | A **non-combat** trained capability only (gather, craft, etc.). Never used to mean the combat gig. |
Fiction and UI may still say *job*, *contract*, or *loadout* in dialogue; design vocabulary stays **gig** / **skill** to avoid ambiguity.
## Why hybrid
- **Gigs** give parties a readable answer to “what are you on this run?” without forcing alts. They match **contracts, loadouts, and corporate muscle** as fantasy.
- **Skills** keep the **economy and crafting** surface wide: anyone can work those capabilities over time, and “street doc” can mean high medic **craft skill** + rep, not only an active gig.
## Gigs (combat)
A **gig** is the **combat identity** you bring to a fight: ability access, baseline tuning band, and party expectations (tank, support, control, damage, etc.). Gigs are **swapped** under rules TBD—not necessarily mid-fight.
- **Swap constraints** (out of combat only, hub-only, cooldown, consumable, story gate) are a major feel knob: permissive = high flexibility; strict = sharper commitment per outing.
- **Progression per gig:** separate level/track vs. shared “combat rank” with gig-specific unlocks—**open**; separate tracks support “I main tank but leveled medic for backup” at the cost of more balancing.
- **Mastery/perks** can attach to **gigs** (combat expression) while **skills** use the same *idea* for craft depth (E2.M3-style), or stay separate—**open**.
## Skills (non-combat, classless)
Everything **outside combat role resolution**—gathering, refining, crafting lines, non-combat tech, etc.—uses **skills**:
- **Any character can train any skill** over time (subject to world gates: discovery, rep, licenses—those expand content, they are not “you picked the wrong gig”).
- **Identity** for “what you do in the economy” is the **skill graph + reputation + gear**, not the gig you ran last night.
- **Long-term:** avoid dead-end grinds; slow or expensive is fine, “wrong choice forever” is not.
### What counts as a skill
A **skill** is a persistent, leveled capability improved primarily by **doing the activity** (chop, refine, assemble, etc.). Supplementary sources (books, training) stay optional. Skills stay **data-defined** (stable IDs, categories, prerequisites).
### Categories (families)
Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech*, *Social*). They are **not** gigs and do not replace them.
### XP, failure, caps, pacing (skills)
- **Server-authoritative** grants with structured sources (node, recipe, mission payout, …).
- **Failure XP** per activity where it helps fun and not exploits.
- **Runaway mitigation** via diminishing returns, context, soft caps.
- **Gates** (recipes, rep, licenses) should **add** paths, not fake gigs.
- **Pacing/catch-up** (E2.M4) applies across **skills**; **gigs** may use the same engine or a parallel one—**open**.
## Seams (gigs ↔ skills)
| Topic | Direction |
|--------|-----------|
| **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. |
| **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).
- Use **gig** / **skill** consistently in specs and tools; flavor text can vary.
## Decisions log
| Topic | Direction | Status |
|-------|-----------|--------|
| Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed |
| 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 |
| 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 |
| Failure XP | Per-activity; watch exploits | Open |
| Skill caps | Prefer soft; hard only if economy/PvP needs | Proposed |
| Gig swap rules | — | Open |
| Shared vs. per-gig combat progression | — | Open |
| Epic 2 doc split | Align modules when gig data model is chosen | TBD |
## Next artifacts
- **Gigs** — roster size, swap UX, party finder tags, PvP ([overview](overview.md)).
- **Abilities** — **gig-locked** vs. **item-locked** vs. **skill-gated**.
- **Items** — **equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.