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OddSivren

Vintarian
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  1. [I don't know how to code or anything so any Research System would be Great I just think Some Players Run the Whole Progression Way to fast.] A Modular Research-Based Progression Framework Sorry I couldn't shake this thought keep advancement satisfying but skip the menu overload. It’s lean. Research acts like glue holding pieces in place. Add-ons fit right in whenever someone wants to stretch it further. Core Concept People won't leap into a fresh era simply by making flashier stuff. Instead, they’ve got to dig into their current gear through something known as the Research Chest. Every Age rests on three pieces or more: A private spot for digging into stuff. A single smart tool that makes it happen - using this changes everything. A top-tier access granted through the admin’s control. A player could wrap up their era, get hyped, only to stall since the next Age hasn't launched worldwide. Might seem frustrating - yet it stops servers from turning into pure speed contests. The Research Chest The chest stays basic. Just a tiny interface, no flashy stuff either. Inside the UI: A small square layout with nine spots for things being checked. A Research button. A tracker just for you. One place for data - or results - based on what the creator decides. No tabs here. Instead, a straight path - clean, no clutter. Skip the wild interface jungle. Age Structure Each era comes from three big ideas. Research Items People drop stuff into the box. Every item moves their meter a bit. A few just inch it along, while some really shove it ahead. Breakthrough Item This is the final piece. What you save till the end. When learners get here, they’re set to advance - no matter what’s happening around them. Global Advancement A server owner hits go once everyone's. checking how far others got, nudging folks to move faster. I think It might bring about a strange group rhythm . Server Controls Admins hold full control - no fuss. When they want, they trigger a new era on the spot. Progress can pause anytime, no warnings. Feeling bold? They’ll jump the whole group to Age 4 instantly. One player lagging or messed up? Reset them solo. How Modders Can Extend the System The idea’s built so modders can mess with fresh tweaks without hassle. No one has to alter the core setup - just build right on top using whatever fits. Mods can add: New Ages Steam Age, Arcane Age, Industrial Age - pick any odd era someone imagines. Every one’s got to have a label, a goal for advancement, a key invention that changes things, then placed in sequence. New Research Items Whatever moves things ahead. One tweak might link them to past times - or spark a totally fresh era. New Breakthrough Items The point you need to explore before moving on from an era. It offers creators a clear story path. Age-Locked Content Recipes, mobs, tools, world setup - no matter the feature. When a mod dev needs it locked past an age gate, the system manages that while keeping gameplay flexible. Design Philosophy Just keep things basic. Use a single chunk. Run one cycle. Skip the extra junk. (you can add in different Age Research Benches Later) Build it so it grows easily. Whoever wants to pitch in new stages, studies, or rules just plugs them in - no need to mess with the core setup. Let servers decide the rhythm. Progress moves on their terms. One player can't rush the whole group till nobody knows what's going on. Heck you might even be able to add where Server owners can make it where the Crafting Recipe's are different
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