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

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Gathering & resources

Vision for pulling raw value from the world: resource nodes, yields, who can compete, and how gathering feeds inventory and skill progression—without collapsing into gig combat progression.

Runtime ownership: E3.M1 — ResourceNodeAndGatherLoop defines ResourceNodeDef, GatherResult, ResourceYieldTable, and ties gather interactions to E1.M3 — InteractionAndTargetingLayer. Outputs land as items via E3.M3. Ecology / respawn pacing per zone: E4.M2 — SpawnEcologyController.

Skill roster (Gather category): skills.md — Gather (Salvage, Extraction, Harvest (bio), Quarry / bulk). Hybrid vocabulary: progression.md. Where gathered stuff goes: items.md Materials & intermediates and Acquisition.

Gig vs skill

  • Gathering is skill progression, not gig identity. Combat encounters do not grant skill XP by default; gather / craft pipes do (progression.md, Epic 2 — Skills Slice 3).
  • No gig XP from nodes or harvest loops—gig XP stays on the combat path (gigs.md).
  • World gates (rep, licenses, zone access) can gate which nodes exist or who may interact; they must not replace “wrong class” locks—any character can train Gather skills over time (skills.md Pillars).

Node lenses (design-facing)

Nodes are data (ResourceNodeDef); these lenses help content and balance talk align with Gather skills:

Lens Fiction / examples Typical skill hook
Consumer salvage Wrecks, e-waste, stripped chrome, discarded gear Salvage
Subsurface / geological Seams, drilled feedstock, rare earths Extraction
Bio / organic Fungal mats, cultured tissue, black-market organics (grim conceptsoverview.md presentation band) Harvest (bio)
Urban bulk / structures Demo recoverables, aggregate, structural mass—not consumer wrecks Quarry / bulk

Same physical prop might map to different node types or yield tables by zone tier and fictioncontent decides; skills table in skills.md stays the boundary reference (e.g. Salvage vs Quarry).

Competition and “open world” feel

Directional goals (implementation open):

  • Depletion and regen (capacity, timers) make presence and timing matter—aligned with E3.M1/E4.M2 responsibilities.
  • Contesting the same node may be non-combat (arrival order, channel time, tool tier) or high-risk (PvP-adjacent) depending on security tier—see overview.md Risk & security bands (stub) and gigs.md PvP notes (open until PvP vision lands).
  • Instanced vs shared world: some resources may live only in contracts or dungeons; others in shared overworld—split by content, not a single global rule (open).

Exhaustion, tools, and gates

  • Stamina / daily caps / exhaustion on gather—open; if used, should support specialist fantasy without hard gig coupling (skills.md Low-gig specialist).
  • Tools (pickaxes, rigs, scanners) are items—craft or buy via items.md; use may be skill-gated per item data (Seams Non-combat Rigging / utility pattern).
  • Skill XP from gather: award on successful interaction / yield resolution—structured for telemetry (E2.M2 — XpAwardAndLevelEngine); exact curves open.

Pipeline position

Gather → Process → Make is the agreed chain shape (skills.md Production chains). This doc stops at raw outputs; recipes, benches, and pipeline vision: crafting.md; runtime contracts: E3.M2.

Module map (gathering-focused)

Module Role Ties to this doc
E3.M1 Nodes, gather, yields Core
E2.M2 Skill XP awards Gather skill progression
E3.M3 Items in inventory GatherResult outputs
E4.M2 Spawn profiles, respawn, depletion bounds Zone density and recovery
E1.M3 Interaction range / targeting Player interacts with node

Decisions log

Topic Direction Status
Gather → skill XP, not gig XP Skill XP from gather/craft pipes; gig XP from combat encounters Agreed (progression.md)
Gather skills vs node fiction Salvage / Extraction / Harvest / Quarry boundaries as in skills.md Agreed
Pipeline Raw from nodes feeds Process then Make—not a flat single-step economy Agreed (skills.md)

Open questions

  • Node ownership (personal tap, party split, corp claims) vs FFA taps—social and exploit surface.
  • Stealing gathered output or harvesting under fire—ties to risk bands and death doc (TBD).
  • Bots / automation fantasy vs anti-bot—how much AFK is acceptable (open).
  • Cross-skill nodes (e.g. Intrusion to unlock a Salvage pile)—mission design vs systemic rule.
Topic Document / module
Gather skill names & merge notes skills.md Gather table
Items & materials buckets items.md
Crafting & recipes (vision) crafting.md
Epic 3 gather slice Epic 3 — Slice 2 (Gather nodes)
Interaction contracts E1.M3
Zone ecology E4.M2, Epic 4