Proposal for a 4 Core Levels + AI Research System

Alex shared this feedback 40 days ago
Not Enough Votes

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

Replies (2)

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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.

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You are right that this would change many aspects of the progression direction the game currently seems to be taking.

The main reason I suggested separate Mining, Exploration, Combat, and Building paths is to encourage specialization and teamwork in multiplayer. Different players could focus on different roles, making faction cooperation more meaningful.

I also agree that my proposal separates these activities quite strongly. If the community likes the general idea, it could certainly be adjusted into a more balanced system that fits Space Engineers better.

My concern with the current approach is that the AI decides which technologies become available next, even if those technologies are not useful for the way a player wants to play. For example, a player may want to focus primarily on mining and unlock mining-related technologies first. With a progression system tied to activities, the path toward those unlocks becomes much clearer.

Of course, this may be taking the idea too far, and community feedback would ultimately determine whether such a system is worth pursuing.

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well yes and no i do like the core idea... but the game currently has no real xp system.

nor do i think it would be a good fit for space engineers.


what would be a better fit would be to tie them in with specialized components; this would basically tie in to the game in a very natural way that is more or less already progression based.

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Actually, this topic is more of a concept proposal than a detailed design. I don't think it needs to be implemented exactly as written. We can take the parts we like, modify the ones that don't fit the game, and adapt the overall idea into something that feels more natural for Space Engineers 2.


My personal preference would be to have four different specialization paths, each with its own progression system (XP or something similar). Progress in a specific field would unlock the blocks related to that specialization (except, of course, in modes where classic survival progression isn't relevant). This would allow players to unlock the technologies they actually need through the way they choose to play.


For example, since mining is one of the first priorities at the beginning of the game, doing enough mining could unlock the drill block. Likewise, by constructing simple structures for your first ground vehicle, you could earn enough progression to unlock wheels. Later on, aircraft, spacecraft, and other technologies could be unlocked by continuing to perform the activities related to those fields.


On the other hand, an even more immersive system might be possible. The station AI could assign various missions, and completing those missions could grant access to the blocks you'll need. The mission pool should be large enough that players can choose missions based on the technologies they want to pursue.


For example, if you accept a mining contract, you might find a simple vehicle or ship equipped with a drill at the mission location. By dismantling and analyzing that block, you could unlock the corresponding technology. I think Marcus' suggestion on this point makes a lot of sense. The same concept could also apply to your first ground vehicles, your first aircraft, and eventually your first spacecraft.


Technologies unlocked through station missions could be limited to a certain level. More advanced technologies could instead be obtained by fighting other factions, investigating wrecks, or reverse-engineering captured technology.


It could also be interesting if exploring the world occasionally led you to abandoned facilities or wrecks that expand your technology tree when you salvage and study them.


Of course, these are just ideas, and there are still some gaps that need to be worked out. The main point I'm trying to make is that progression should encourage natural gameplay. Instead of unlocking random blocks by performing unrelated tasks—sometimes unlocking things you don't even need yet—it would be much more satisfying if new technologies were earned through exploration, missions, practical experience, and interacting with the game world.

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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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