6.2 KiB
6.2 KiB
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 player’s 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 player’s main gig defines the primary combat kit: which abilities exist, their unlock rungs on that gig’s 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;
SkillDefXP 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 — AbilityInputScaffold → E5.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.
Where to read next
| 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 |