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

13 KiB
Raw Blame History

Gigs (combat roles)

Vision-level design for combat identity: what you bring to a fight, how you progress, and how you swap roles. Shared progression framing and vocabulary: progression.md. Gigs ↔ skills seams (gear, crafting, consumables, rep): skills.md. This file is the gig artifact proper.

Implementation anchors: Epic 5 — PvE combat; gig XP/progression will need alignment with Epic 2 — Skills and Progression Framework when data models split.

What a gig is

A gig is the combat role on an outing: which abilities you run, how the party reads you (tank, support, control, damage, etc.), and tuning expectations. It is not a non-combat profession—skills cover gather/craft (skills.md).

Fiction may say contract, loadout, or job; specs use gig.

Gig roster

Naming and theme

Project priorities: fun first, then distinctly cyberpunk. Gig names should be good in voice chat (short, punchy, hard to confuse) and signal the fantasy without reading as generic fantasy MMO or pure military sim.

Cyberpunk flavor here means: street and contract work, net and security metaphors, hardware and software language, chrome and infrastructure—not just “neon trim.” We avoid Tolkien-adjacent or knightly defaults unless we deliberately subvert them later.

Names below are v1 after a theme pass; abilities and lore can still rename a gig if playtests demand it.

First draft (v1): nine gigsthree damage, two each tank, heal, util.

Archetype Gig Cyberpunk read (why this name) Draft identity (mechanical)
Damage Breach One clean breach—ICE, perimeter, or priority target—then exploit it. Focused spike: burst windows, priority removal, short-to-mid range in kit.
Damage Cascade Failure propagates like a crash or outage—noise that hits many nodes at once. AoE / cleave pressure, packs and lanes, close or mid space.
Damage Sightline Optics and LOS—control of angle and distance, surveillance-era violence. Ranged DPS: spacing, line-of-sight play, back-line read; weapon-agnostic for now.
Tank Hardcase Street chassis attitude: youre the case that doesnt crack. Anchor tank: stand ground, hard mitigation, hold space for the group.
Tank Drift Slip threat and slide the fight—ghost through damage, street motion. Mobile tank: pick up strays, reposition, mitigation through timing and movement.
Heal Sawbones Classic street doc—already in-genre; visceral, human, grimy. Direct healing: triage spikes, raw throughput.
Heal Patch Patch the body and the run—prevent the wipe like a hotfix before prod blows. Preventive / layered: shields, HoTs, slow cleanses—flatten damage before it spikes.
Util Blackout Kill the lights on the enemy plan—casts, buffs, coordination. Shutdown: debuffs, interrupts, punish windows—offensive support.
Util Relay Youre the bus that amplifies the crews signal and tempo. Enable: group buffs, resource or tempo hooks—make the next team play bigger.

Roster scope (v1): we expect to add a fourth damage gig eventually once a clear mechanical niche shows up in combat design (e.g. DoT, pets, or another distinct fantasy—TBD). For now the roster stays at nine gigs; no fourth damage row until were ready to name and kit it.

LFG / niches: the four archetypes still map to “need damage / tank / heal / util.” A conditional LFG tool (Party, encounters, and recruitment) can treat archetype as the coarse tag and gig (or loadout) as the fine print—open.

Still open: weapon / gear families per gig (especially Sightline vs Breach / Cascade), sub-gig pairings that feel bad, corp vs street faction skins on the same gig, future fourth damage gig definition, and other roster growth after launch.

Main gig + sub-gig

Agreed: every loadout has a main gig and a sub-gig (FFXI-style). The sub adds limited cross-gig abilities without second-main power—a large creative space as the roster grows (progression.md Why hybrid).

  • Effective sub level: at main per-gig level X, sub contributes abilities up to ⌊X / 2⌋, capped by the sub-gigs own stored level (see XP below)—exact min / rounding TBD.
  • Hub-only changes to main or sub (Hub swap).

Still open:

  • Combat gear: main-gigrestricted for equip; sub feeds abilities only. Seams (equip / deploy / activation, crafting): skills.md — Seams.
  • Consumables (passive amp): Agreedsub-gig counts. Passive gig-tagged bonuses (e.g. extra healing from a med item when youre a medic-type gig) apply if either main or sub matches the items gig hook. Open: if both match, stack vs. single best vs. main wins—pick at balance pass.
  • PvP: gig rules blocked until we know if and how much PvP the game includes—see PvE vs PvP.
  • UI: two gig strips, sub ability styling, loadout summary for party—open.

Progression

Agreed: per-gig level/XP (and later mastery/perks on that gig). No shared combat rank that levels every gig at once. Maining every gig on one character is allowed; slow leveling makes that a long-term goal (skills.md seams).

Agreed — combat encounter → gig XP, not skill XP: the fight loop (encounters, clears—however combat resolves) grants gig XP on the main gig only, not SkillDef / skill XP. Missions may still reward skill XP on turn-in or bonus objectives—that is a separate payout from combat → gig XP, data-defined per contract. Agreed — gig XP award timing: only the main gig earns gig XP from combat (and any other gig-level awards). The sub-gig earns no XP toward its own progression while equipped as sub—it only reads its stored level for ability unlocks. To level a gig you ran as sub, swap it to main at a hub and play with it primary. UI should make clear that gig XP (bars, flytext) applies to main only.

Open:

  • Curves: same philosophy as skills (soft feel, more XP per level)—per-gig tables vs global template TBD.
  • Mastery/perks on gigs vs flat level gates—open (branch/perk depth analogous to E2.M3 skill mastery, not the E2.M3 module itself—gig trees stay a separate system per skills.md).

Hub swap

Agreed: no on-the-fly swap. Changing main gig, sub-gig, or both only at a safe hubcity, home base, or other data-tagged swap site. Not in the field, not mid-combat.

Open:

  • Which locations qualify (faction terminals, apartments, guild halls, etc.).
  • Fees, rep gates, cooldowns, tutorial exceptions.
  • Loadout UX after swap: auto-unequip invalid combat gear vs player-managed presets per gig pair.
  • Party: what happens if someone swaps while grouped—open (session lock vs free swap at hub).

Party, encounters, and recruitment

Earlier drafts implied a dedicated LFG UI (tags, filters). That is not decided. Players might use chat only (zone, guild, party ads), a future matchmaking tool, or a hybrid (e.g. hub board + chat).

Design intent (UI-agnostic): gigs still give shared vocabulary—“need mitigation,” “need cleanse,” “LF damage”—whether typed in chat or, later, picked from a structured browser. Encounter and scaling design can reason about niches without assuming any specific recruitment feature ships.

Recruitment channel — deferred: whether we ship chat-only, a built-in LFG/matchmaking tool, or a hybrid is not something to lock now. Revisit once social, zone, and session vision are further along; the conditional LFG design below stays ready if we build a tool.

If we ship an LFG-style tool (common in modern MMOs)—agreed direction, conditional on building it:

  • Listings and search are niche / archetype oriented (mitigation, heal, damage, control, etc.)—not raw gig names as the primary filter.
  • Eligibility: the game (or data rules) decides whether your current gig + loadout (main/sub, gear, etc.—exact inputs TBD) qualifies you to advertise under each niche. If you qualify for several, you may select multiple niches for your listing—player discretion among what youre allowed, not forced single pick.
  • Open: eligibility tables per gig/loadout template, caps on how many niches one listing shows, how sub-gig factors in, and UX copy.

Open — rules / content (independent of LFG UI):

  • Mandatory niches in instanced content vs open-world flex.
  • Group scaling (E5.M4) vs gig composition—pass with encounters.

PvE vs PvP

PvP scope is undecided—how much player-vs-player content (if any) ships, and in what form, is still unsettled. Until that vision exists, gig-specific PvP rules (viability per gig, sub-gig in PvP, brackets, templates, security-band hooks—overview risk stubs) stay open with no deadline, not a near-term design task.

PvE gig design proceeds without assuming a particular PvP answer.

Story

Gig-scoped storylines and main-quest-style arcs live per gig on one character; faction rep stays character-wide (skills.md seams). Open: how much mandatory gig story vs optional.

Gear & consumables (summary)

  • Combat gear: gig-restricted equip; after hub swap, player fixes loadout for new main gig.
  • Crafting combat gear: no gig requirementskills only; can craft for trade.
  • Consumables: anyone can use; passive amp checks main or sub (see Main gig + sub-gig).

Detail: seams table in skills.md.

Decisions log (gig-focused)

Topic Direction Status
Sub-gig slot FFXI-style; ~½ main effective cap; hub change Agreed (skills.md)
Hub swap Safe hubs only; not in field / combat Agreed
Combat progression Per-gig tracks Agreed
Gig roster 9 gigs (v1); 4th damage likely later—parked until niche is clear Draft
Gig XP award timing Main gig only; sub-gig earns no XP (level that gig as main to progress it) Agreed
Sub-gig + consumable amp (passive) Sub counts; main or sub can trigger passive amp Agreed
Recruitment channel Deferred—revisit with broader game/social vision; options remain chat / tool / hybrid Deferred
LFG tool (if shipped) Niche listings; gig + loadout eligibility per archetype; multi-select among qualified niches (player choice) Agreed (conditional)
PvP gig rules Blocked on overall PvP vision—open indefinitely until product direction on PvP is clear Open (indefinite)

Next artifacts