Proposal for a 4 Core Levels + AI Research System

Alex shared this feedback 20 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 (1)

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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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