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

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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 (gig vs skill). Combat roles: gigs.md. Gear, craft, consumables: skills.md Seams (anchor). Item buckets & acquisition: items.md.

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.

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).
  • Sub-gig: adds a limited set of cross-gig abilities at effective sub level (capped vs main—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, Epic 2 — Skills and Progression Framework Slice 3).
  • Input / UX: client hotbar and targeting feed combat cast intent into the authoritative combat rules (E1.M4 — AbilityInputScaffoldE5.M1 — CombatRulesEngine).

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).
  • 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 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).

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 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 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 stub) and Epic 5 — PvE combat.

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)
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)
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.
  • 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.
Topic Document
Gig roster, hub swap, XP gigs.md
Item categories, craft vs loot items.md
Seams (gear, craft, consumables) skills.md
Hybrid vocabulary progression.md
Encounter rewards + combat hooks Epic 5, Epic 7
Input → combat E1.M4, E5.M1