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

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Progression (gigs + skills)

Shared vision for how characters grow in Neon Sprawl: combat vs everything else use different systems that still live on one avatar. Detail docs: gigs.md (combat roles), skills.md (non-combat skills and gigs ↔ skills seams).

Implementation note: Epic 2 — Skills and Progression Framework (E2.M1M4): Slice 3 wires gather/craft to skill XP (E2.M2), combat encounters to gig XP only, and allows mission reward hooks to grant skill XP when scripted—not via the combat encounter pipe. Gig levels stay per gig; exact gig XP module ownership may sit beside E2.M2 or under Epic 5 until the gig data model is finalized.

Vocabulary

Use these terms in design specs and tools (fiction may say job, contract, loadout, etc.):

Term Means
Gig The combat role (combat “class”): kit, tuning band, party expectations. Not for crafting or gathering.
Skill A non-combat trained capability only (gather, craft, intrusion loops, etc.). Never the combat gig. Combat encounters do not grant skill XP by default—only gig XP on the main gig (gigs.md).
Sub-gig Secondary gig on the same loadout as main—limited cross-gig abilities (gigs.md Main gig + sub-gig). Not crafting identity.

Why hybrid

  • Gigs answer “what are you on this fight?”—readable roles, hub swap, cyberpunk contract fantasy, without alts for combat variety.
  • Skills keep economy and crafting open to every character (independent of gig): anyone can raise gather/craft over time; “street doc” can mean high Medtech fab skill + rep, not only tonights gig.
  • Specialist fantasy: a player can under-invest in gigs and still mainline the game through skills—top gatherer, crafter, or tech, with lots of options to explore. The skill roster is meant to grow over time; see skills.md Pillars and Skill roster.
  • Mission rewards vs combat XP: Missions (contracts, arcs, hand-ins) may pay skill XP as an explicit reward—separate from the combat encounter pipe. Default flow stays fight → gig XP; skill XP from an op is “this jobs payout,” not “kills trained my fab skill.”
Topic Document
Gig roster, hub swap, sub-gig, XP, party/PvP notes gigs.md
Combat vs non-combat actions (kits, skill interactions, items) abilities.md
Items (craft, loot, equip, gig/skill gates) items.md
Gathering (nodes, yields, skill XP—not gig) gathering.md
Crafting (recipes, pipeline, bench vs gig) crafting.md
Economy (faucets, sinks, trade, policy) economy.md
Death / loss / recovery (stakes, durability, PvP loss) death-loss-recovery.md
Risk & security bands (tiers, PvP eligibility) risk-security-bands.md
Skill domains, categories, XP curves, gates, mastery skills.md
Seams (combat gear vs craft, consumables, rep, alts) skills.md (section Seams (gigs ↔ skills))
Loose ideas brainstorm/
Folder index overview.md