71 lines
6.8 KiB
Markdown
71 lines
6.8 KiB
Markdown
# Abilities (player actions)
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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.
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**Framing:** [progression.md](progression.md) (**gig** vs **skill**). **Combat roles:** [gigs.md](gigs.md). **Gear, craft, consumables:** [skills.md](skills.md) — [Seams (gigs ↔ skills)](skills.md#seams-gigs-skills). **Item buckets & acquisition:** [items.md](items.md). **Gather → craft economy spine:** [gathering.md](gathering.md), [crafting.md](crafting.md). **Combat pillar pointers:** [overview.md — Combat pillars](overview.md#combat-pillars-vision-stub).
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## Vocabulary
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| Term | Means |
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|------|--------|
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| **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). |
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| **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**). |
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| **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](skills.md). |
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## Gig abilities (combat kit)
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- **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](gigs.md)).
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- **Sub-gig:** adds a **limited** set of **cross-gig** abilities at **effective sub level** (capped vs main—[gigs.md](gigs.md) **Main gig + sub-gig**). Sub supports expression; it does **not** earn **gig XP** while equipped as sub.
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- **Progression:** **gig XP** and **gig level** unlock kit rows; **`SkillDef`** XP does **not** replace gig unlocks for combat buttons ([progression.md](progression.md), [Epic 2 — Skills and Progression Framework](../decomposition/epics/epic_02_skills_and_progression.md) Slice 3).
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- **Input / UX:** client **hotbar** and targeting feed **combat cast intent** into the authoritative combat rules ([E1.M4 — AbilityInputScaffold](../decomposition/modules/E1_M4_AbilityInputScaffold.md) → [E5.M1 — CombatRulesEngine](../decomposition/modules/E5_M1_CombatRulesEngine.md)).
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## Skill interactions (non-combat)
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- **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](skills.md)).
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- **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](skills.md) **Tech** / **gig kit** notes; avoid silent double-stacking the same fantasy (**open** until kits are authored).
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- **Mission / instance design:** same run can mix **skill** objectives and **gig** combat ([brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md)).
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## Item-linked actions and Seams
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- **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](skills.md) **Seams** say so.
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- **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](skills.md) **Consumables** row).
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- **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).
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## Readability (PvE baseline)
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- **Party scan:** players should infer **role** from **gig** + visible **ability bar** / cast patterns, not from hidden skill grinds.
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- **Telegraphs and tab-target:** combat abilities favor **clear** enemy-facing signals and **readable** timing—detail lives in future **combat pillars** ([overview.md](overview.md) stub) and [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md).
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## Decisions log
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| Topic | Direction | Status |
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|-------|-----------|--------|
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| Combat ability ownership | **Gig kit** + **item channels** per data; **not** unlocked by **`SkillDef`** XP | Agreed |
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| Sub-gig combat abilities | **Limited** kit at **effective sub level**; no sub **gig XP** from combat | Agreed ([gigs.md](gigs.md)) |
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| Non-combat actions | **`SkillDef`** / world gates; **separate** from combat hotbar by default | Agreed |
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| Consumable actives | Per-item rules; **passive** gig amp from main or sub where designed | Agreed direction ([skills.md](skills.md)) |
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| Same fantasy, two systems (e.g. netrun) | **Gig** vs **skill** split explicit in content; avoid duplicate **open** | Open |
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## Open questions
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- **Combat pillars** doc: TTK bands, interrupt rules, friendly-fire posture—stub in [overview.md](overview.md).
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- **Ability count per gig**, **resource types** (energy, ammo, heat), and **ground-target** vs **single-target** mix for isometric presentation.
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- **Pets / summons / persistent deployables** as ability carriers vs pure **item deploy**—Rigging + gig kit intersection.
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## Where to read next
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| Topic | Document |
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|--------|----------|
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| Gig roster, hub swap, XP | [gigs.md](gigs.md) |
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| Item categories, craft vs loot | [items.md](items.md) |
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| Gathering (skill XP, nodes—not gig) | [gathering.md](gathering.md) |
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| Crafting (bench skill vs gig combat use) | [crafting.md](crafting.md) |
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| Economy (trade, sinks—gig does not gate craft) | [economy.md](economy.md) |
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| Death / loss (combat death, gear stakes) | [death-loss-recovery.md](death-loss-recovery.md) |
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| Risk tiers & PvP eligibility | [risk-security-bands.md](risk-security-bands.md) |
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| Zones (where fights live) | [zones.md](zones.md) |
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| Seams (gear, craft, consumables) | [skills.md](skills.md) |
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| Hybrid vocabulary | [progression.md](progression.md) |
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| Encounter rewards + combat hooks | [Epic 5](../decomposition/epics/epic_05_pve_combat.md), [Epic 7](../decomposition/epics/epic_07_quest_faction.md) |
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| Input → combat | [E1.M4](../decomposition/modules/E1_M4_AbilityInputScaffold.md), [E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md) |
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