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

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Crafting & recipes

Vision for turning inputs into outputs at benches (and similar stations): recipe shape, skill gates, multi-step pipelines, and how crafting stays skill progression while combat use of products follows gig rules.

Runtime ownership: E3.M2 — RefinementAndRecipeExecution validates CraftRequest against RecipeDef, produces CraftResult (success/failure, outputs, reason codes), and mutates inventory server-authoritatively with E3.M3. Inputs include gathering.md outputs, drops, and trade.

Skill roster: Process and Make tables in skills.md (Refine, Fab tech, Data scrub, Make skills, etc.). Chain shape: skills.md Production chains (Gather → Process → Make, branching and depth). Seams (bench vs combat): skills.md — Seams. Item buckets from outputs: items.md. Hybrid vocabulary: progression.md.

Gig vs skill

  • Crafting and refining are skills, not gigs. No gig XP from recipe execution—skill XP from successful craft/refine (and related activity) via E2.M2 (progression.md, Epic 2 — Skills Slice 3).
  • Bench = skill / recipe gate; equip, wear, combat-deploy for most non-consumable products stays gig-tagged when brought into combat (items.md, Seams). Consumables and general utility may have no gig use gate per item data.
  • World gates (rep, licenses, station access) add content without “you picked the wrong class” for the whole economy (skills.md Pillars).

Pipeline (design-facing)

Authoritative recipe graph is data (RecipeDef); design intent:

Idea Meaning
Depth Gather → Process → Process → Make (or longer)—intermediates feed intermediates (skills.md Multi-stage processing).
Branching Same inputs can route to different skills or recipes for different outputs (overlapping chains)—dense economy, not a single trunk.
Skill per recipe Each recipe names required skill (and level band TBD); one Process skill is not the only mid-pipeline actor.

Prototype scope: Epic 3 — Slice 3 (Recipes pipeline) targets a starter recipe set (e.g. 812 minimums in epic text) proving gather → refine → item used in combat or quest.

Stations, co-op, and UX

  • Station types (personal bench, public fab, corp line, mobile kit)—open; RecipeDef may carry station or tag requirements as scope grows.
  • Crafting for others (commission, party assist)—valid fantasy aligned with items.md Trade and Seams; implementation open.
  • Queue, batch, cancelopen UX; server remains authoritative on CraftResult.

Failure, quality, and mastery

  • Craft failure (lost materials vs returned partials vs soft fail)—open; must play nicely with exploit review and E9 integrity patterns when live.
  • Quality on output (tier within ItemDef, bonus stats, durability band)—aligns with items.md Rarity, quality; whether skill level, recipe mastery, input grade, or RNG mix—open math.
  • Recipe discovery (trainers, experimentation, rep unlocks, data theft fiction)—open; mission grants may teach recipes without replacing do the loop as primary fantasy (skills.md XP).

Module map (crafting-focused)

Module Role Ties to this doc
E3.M2 RecipeDef, craft execution Core
E3.M1 Gather outputs Inputs
E3.M3 Costs, outputs, stacks Inventory
E2.M2 Skill XP on craft Progression
E3.M5 Faucets/sinks Craft vs drop parity (later)
E7.M1 Quest steps Craft objectives / hand-ins
E6.M4 Reward parity Craft vs other reward lanes

Decisions log

Topic Direction Status
Bench vs combat Craft on skill; combat field use of most non-consumable Make = gig-gated Agreed (Seams)
Pipeline shape Gather → Process → Make with branching and multi-hop depth Agreed (skills.md)
Craft → skill XP Skill XP from craft/gather pipes; not gig XP Agreed (progression.md)
Player-made relevance Crafting is a primary progression lane Agreed (Epic 3)

Open questions

  • Critical success / crit craft—flavor vs economy distortion.
  • Time gating (real-time jobs, offline queue)—fantasy vs session pacing.
  • Ammo and consumable churn—how much Make is repeatable grind vs milestone crafts.
  • Cross-character recipe locks (account, legacy blueprint)—social and alt policy.
Topic Document / module
Process / Make skill names skills.md Process and Make tables
Raw inputs from the world gathering.md
Item categories & tooltips items.md
Epic 3 craft slice Epic 3 — Slice 3 (Recipes pipeline)
Gather slice (inputs) Epic 3 — Slice 2 (Gather nodes)
Economy (sinks, trade, tuning) economy.md
Death / loss (durability, repair) death-loss-recovery.md
Risk & security (trade/theft context) risk-security-bands.md
Zones (bench access, district flavor) zones.md