108 lines
6.1 KiB
Markdown
108 lines
6.1 KiB
Markdown
# Gigs (combat roles)
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Vision-level design for **combat identity**: what you bring to a fight, how you progress, and how you swap roles. Vocabulary (**gig**, **sub-gig**) and the **gigs ↔ skills** seams (gear, crafting, consumables, rep) stay in [skills.md](skills.md); this doc is the **gig** artifact proper.
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**Implementation anchors:** [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md); gig XP/progression will need alignment with [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) when data models split.
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## What a gig is
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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](skills.md)).
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Fiction may say *contract*, *loadout*, or *job*; specs use **gig**.
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## Gig roster
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**Open:** final count and names. Start from a **small roster** with **clear party niches** so LFG and encounter design stay legible; grow over content seasons.
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**Starter archetypes to cover (working labels, not final):**
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| Niche | Job in a fight |
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|--------|------------------|
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| Mitigation / control | Hold space, reduce harm to the group |
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| Healing / cleansing | Recover HP, strip bad states |
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| Damage (single / cleave) | Primary threat removal |
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| Utility / debuff | Weaken targets, enable others |
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Cyberpunk paint (netrunner overlay, street sam, corp tech, etc.) layers on these **mechanical** niches—**open** which niches map to launch gigs.
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## Main gig + sub-gig
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**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 ([skills.md](skills.md) hybrid rationale).
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- **Effective sub level:** at **main** per-gig level **X**, sub contributes abilities up to **⌊X / 2⌋**, capped by the **sub-gig’s own stored level** (see **XP** below)—exact `min` / rounding **TBD**.
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- **Hub-only** changes to main or sub ([Hub swap](#hub-swap)).
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**Still open:**
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- **Combat gear:** almost certainly **main-gig–restricted** for equip; sub feeds **abilities** only—confirm in content pass.
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- **Consumables:** baseline for all; some items **amplify** on matching gig (e.g. medic)—does **sub-gig** count for amp? **Open.**
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- **PvP:** gig + sub balance, brackets, templates—**open.**
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- **UI:** two gig strips, sub ability styling, loadout summary for party—**open.**
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## Progression
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**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](skills.md) seams).
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**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.
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**Open:**
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- **Curves:** same philosophy as **skills** (soft feel, more XP per level)—per-gig tables vs global template **TBD**.
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- **Mastery/perks** on gigs vs flat level gates—**open** (E2.M3-style expression).
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## Hub swap
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**Agreed:** **no on-the-fly swap.** Changing **main gig**, **sub-gig**, or both only at a **safe hub**—**city**, **home base**, or other **data-tagged swap site**. Not in the field, not mid-combat.
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**Open:**
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- Which locations qualify (faction terminals, apartments, guild halls, etc.).
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- Fees, rep gates, cooldowns, tutorial exceptions.
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- **Loadout UX** after swap: auto-unequip invalid combat gear vs player-managed **presets** per gig pair.
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- **Party:** what happens if someone swaps while grouped—**open** (session lock vs free swap at hub).
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## Party, LFG, encounters
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**Intent:** gigs give a **plain language** for recruitment (“need mitigation,” “need cleanse”) and for **encounter** assumptions (required niches vs flexible).
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**Open:**
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- LFG **tags** and filters (map 1:1 to gigs vs to niches).
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- **Mandatory roles** in instanced content vs open-world flex.
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- **Group scaling** ([E5.M4](../decomposition/modules/E5_M4_GroupCombatScaling.md)) vs gig composition—design pass with encounters.
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## PvE vs PvP
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**Open:** whether all gigs are PvP-viable on launch, **templates** (PvP loadout subset), or **security-band** restrictions ([overview](overview.md) risk stubs). Sub-gig rules may differ by mode.
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## Story
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**Gig-scoped** storylines and **main-quest-style** arcs live per gig on one character; **faction rep** stays character-wide ([skills.md](skills.md) seams). **Open:** how much **mandatory** gig story vs optional.
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## Gear & consumables (summary)
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- **Combat gear:** **gig-restricted** equip; after hub swap, player **fixes loadout** for new main gig.
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- **Crafting** combat gear: **no gig requirement**—**skills** only; can craft for trade.
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- **Consumables:** anyone can use; some scale with **gig** match.
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Detail: seams table in [skills.md](skills.md).
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## Decisions log (gig-focused)
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| Topic | Direction | Status |
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|-------|-----------|--------|
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| Sub-gig slot | FFXI-style; ~½ main effective cap; hub change | Agreed ([skills.md](skills.md)) |
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| Hub swap | Safe hubs only; not in field / combat | Agreed |
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| Combat progression | Per-gig tracks | Agreed |
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| Gig roster size & names | Small launch set; clear niches | Open |
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| Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed |
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| Sub-gig + consumable amp | — | Open |
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| LFG / party tags | — | Open |
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| PvP gig rules | — | Open |
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## Next artifacts
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- [Abilities](overview.md) — **gig-locked** kits, sub-gig ability rules, telegraphs ([Epic 5](../decomposition/epics/epic_05_pve_combat.md)).
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- [Combat pillars](overview.md) — PvE readability, TTK, risk ([overview](overview.md)).
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- [Items](overview.md) — equip tags per gig; crafted vs dropped.
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