Proposal for a 4 Core Levels + AI Research System
I think the progression system in the game could be redesigned to make advancement more meaningful and more directly tied to player actions, instead of being just XP-based.
First of all, XP gain should not be easy. Players should only progress when they genuinely put in effort.
⚙ 4 Core Level System
⛏ Mining Level
Increases by performing mining activities (hand tools, mining ships, automated mining systems, etc.).
- Grows through resource extraction activities
- Unlocks mining and resource production blocks
🌌 Exploration Level
Increases when discovering new ores, hidden bases, abandoned ships, and structures.
- Caches and discovery points are important
- Unlocks blocks related to scanning, exploration, and analysis systems
🔫 Combat Level
Increases by dealing damage to enemy structures and ships using weapons.
- Not just destruction—active participation in combat matters
- Unlocks weapons, armor, and combat systems
🏗 Builder Level
Grows by constructing structures and using production tools.
- Includes hand tools and ship-based construction systems
- Unlocks building, production, and engineering blocks
🤖 AI Research Block System
Instead of directly unlocking blocks, the progress from these 4 levels is processed through an AI Research Block.
🔬 Working Mechanism
- Newly unlocked technologies are researched here
- Consumes high energy
- Requires time
- Generates significant heat while operating (requires heat management)
🏭 Production Integration
Once research is completed, production of these technologies becomes available in connected bases.
💥 Combat and Damage System
If the AI Research Block is destroyed:
- All research is not fully reset
- A random portion of progress is lost
🔄 Recovery System
When the AI Research Block is rebuilt:
- A recovery system activates
- Part of the previous research can be restored
🌐 AI Research Network (Multi-Base System)
The AI Research Block is not limited to a single base.
- Can be installed in multiple bases or ships
- All blocks form a research network (if antenna range is sufficient)
- Research data is synchronized across the network
💾 Backup System
- AI Research Blocks can back up each other
- If one block is damaged, others can continue the process
- Manual transfer is possible via a portable “data disk/SSD” item
🧭 Exploration & Loot Integration
- Abandoned bases and ships may contain unresearched technologies
- These data can be collected and transferred into the AI Research Network
- Thus, exploration directly contributes to technological progress
🎯 Design Purpose
- Progress is not just an XP bar, but an activity-based system
- Mining / exploration / combat / building are separate specialization paths
- The research system converts this progression into technology
- Inter-base network structure adds strategic depth
- Combat does not mean full reset, but creates risk and loss tension
I like this feedback
this progression path leans into existing MMO RPG styles of gameplay. theres probably some value in it, but a simple "ive seen this thing, i want to be able to build it so i take it appart and put it back together" might be a simpler more effective way to do it.
that doesnt take into account the way the game has already shown how the devs might seem to want it to progress, where the more you do for the CA, the more they allow you to learn about the stuff you have seen, and use them.
personally, i think the idea of an AI assistant to the engineer might be a good way to go about it.
you see new tech, you break it down, try to build it back up, your AI goes, hmm that didnt go quite like it should have... oh hey, theres another small atmo motor, try again on that! you do, and succeed and learn something new and useful that carrys forward.
this progression path leans into existing MMO RPG styles of gameplay. theres probably some value in it, but a simple "ive seen this thing, i want to be able to build it so i take it appart and put it back together" might be a simpler more effective way to do it.
that doesnt take into account the way the game has already shown how the devs might seem to want it to progress, where the more you do for the CA, the more they allow you to learn about the stuff you have seen, and use them.
personally, i think the idea of an AI assistant to the engineer might be a good way to go about it.
you see new tech, you break it down, try to build it back up, your AI goes, hmm that didnt go quite like it should have... oh hey, theres another small atmo motor, try again on that! you do, and succeed and learn something new and useful that carrys forward.
I like some of the points in your idea, you have some really good suggestions in there. I've written some this topic, here is a little bit of feedback:
1. Different paths. Having 4 different 'trees' based on a players actions is a pretty cool idea, my ideas was tied to environments, but having it instead to reward a player based on what he is 'actually' doing, is pretty intuitive and clean. Nice idea I think. How those actions are decided upon for awarding XP might be tricky setting up in a sandbox type game. If there was a way to physicalize those actions, say into an inventory item that could be placed into the AI Research block, could help.
2. AI Research Block. Nice idea as well, as for why research takes time. Also, creates limitations for going to battle, in how much you bring with you vs how much you could lose. But, players are going to have a 'bolt-hole' with a survival kit and AI backup stashed around, creating another game loop. Should that be required of players?
3. Research is itemized in inventory. Interesting idea, it dovetails into another idea of having 'blueprints' usable as an inventory item by players, now you are also now recovering and transporting blueprints for blocks/items/components. This could be incorporated into point 1.
4. Destroyed AI. Since all research is itemized, either as a backup or the AI block, losing that would be like losing levels in a RPG game...not sure if I like that concept. Multiplayer, or game glitches, could cause a lot of pain. Have progression static, so you never lose it, you only lose what you are currently researching, or items in inventories that haven't been fully researched yet, would be a better solution. Have AI block be a tool for advancing your tech tree, not a repository for holding your tech tree, I say.
Overall, interesting idea. Seems Keen is trying solve a couple problems with the CA tech plan, but it may create even more with it. There are a ton of good ideas on progression from people here, seems two concerns stand out: Tied to Player's personal progress, and it should last a long time.
One idea I had, which should really be implemented in this alpha to gather a tremendous amount of data points, is to create a Progression Editor for players. Then, they can see what emerges when people post them, critique, and then modify/consolidate them. All the different ideas that have been posted, what works well, what doesn't, and what people gravitate to. They can use that data for their own design, as they need for their ideas and their future progression of the game.
A flowchart gui editor of a progression excel spreadsheet, in the game editor or put in the creative mode, and the ability to post them.
I like some of the points in your idea, you have some really good suggestions in there. I've written some this topic, here is a little bit of feedback:
1. Different paths. Having 4 different 'trees' based on a players actions is a pretty cool idea, my ideas was tied to environments, but having it instead to reward a player based on what he is 'actually' doing, is pretty intuitive and clean. Nice idea I think. How those actions are decided upon for awarding XP might be tricky setting up in a sandbox type game. If there was a way to physicalize those actions, say into an inventory item that could be placed into the AI Research block, could help.
2. AI Research Block. Nice idea as well, as for why research takes time. Also, creates limitations for going to battle, in how much you bring with you vs how much you could lose. But, players are going to have a 'bolt-hole' with a survival kit and AI backup stashed around, creating another game loop. Should that be required of players?
3. Research is itemized in inventory. Interesting idea, it dovetails into another idea of having 'blueprints' usable as an inventory item by players, now you are also now recovering and transporting blueprints for blocks/items/components. This could be incorporated into point 1.
4. Destroyed AI. Since all research is itemized, either as a backup or the AI block, losing that would be like losing levels in a RPG game...not sure if I like that concept. Multiplayer, or game glitches, could cause a lot of pain. Have progression static, so you never lose it, you only lose what you are currently researching, or items in inventories that haven't been fully researched yet, would be a better solution. Have AI block be a tool for advancing your tech tree, not a repository for holding your tech tree, I say.
Overall, interesting idea. Seems Keen is trying solve a couple problems with the CA tech plan, but it may create even more with it. There are a ton of good ideas on progression from people here, seems two concerns stand out: Tied to Player's personal progress, and it should last a long time.
One idea I had, which should really be implemented in this alpha to gather a tremendous amount of data points, is to create a Progression Editor for players. Then, they can see what emerges when people post them, critique, and then modify/consolidate them. All the different ideas that have been posted, what works well, what doesn't, and what people gravitate to. They can use that data for their own design, as they need for their ideas and their future progression of the game.
A flowchart gui editor of a progression excel spreadsheet, in the game editor or put in the creative mode, and the ability to post them.
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