EcoE
Eco
1d ago

Feature Design Spec - ECO Energy & Sleep System

Feature Design Specification: ECO Energy & Sleep System Executive Summary This design replaces ECO’s current digestion-based crafting restriction with a realistic, dual-resource framework. It separates Skill Progression from Physical Labor Energy, introduces Sleep as a core gameplay and housing loop, and reinforces the server economy through long-term demand for cooks, carpenters, and builders. 1. Core Mechanics: Separation of Biology & Labor Stomach & Nutrition (Skill Progression): The stomach exclusively handles nutrient balance and taste preferences to calculate XP regeneration. Labor Energy (New Resource Bar): A dedicated stamina/focus bar consumed when executing manual actions (shoveling, chopping) or starting production recipes at machines. 2. Food as Immediate Mobile Fuel Food remains the primary on-the-go source of Labor Energy, leveraging existing taste markers (smileys) dynamically: Green Smiley (Favorite Food): Restores 100% of the Labor Energy bar. Yellow Smiley (Neutral Food): Restores 50–70% of the Labor Energy bar. Red Smiley (Disliked Food): Restores only 20–30% of the Labor Energy bar. Economy Impact: Chefs remain vital, as high-tier, well-liked dishes save inventory space and maximize energy efficiency per meal. 3. Sleep as a Sustainable Recovery Source Sleeping restores Labor Energy without consuming food. Efficiency depends directly on room quality and furniture tiers (Housing): Basic Bed / Straw Mat (Tier 1 / Tent): Slow recovery rate; caps at 30–50% maximum energy. Upholstered / Luxury Bed (Tier 2–3+ / Advanced Housing): Fast recovery rate; caps at up to 100% maximum energy. 4. Multiplayer Balance & Anti-Exploit Design To prevent AFK farming (Away From Keyboard) and time-zone exploits on persistent servers: Rest Buff Cap: A daily limit (e.g., maximum 800 energy points restored via sleep per 24 hours) prevents infinite sleeping. Active Power Nap (Online): Sleeping requires 3 to 5 minutes of real-time. If the player remains inactive after energy is full, an automated AFK kick triggers. Offline Recovery (Logout Bonus): Logged-out players resting in a bed passively regenerate energy over time (e.g., 10% per hour) up to their bed’s tier cap. Synchronized World Time: Sleeping does not speed up server time, crop growth, or machine processing in multiplayer. 5. Multiplayer Economy & Profession Impact Carpenters & Decorators: Beds and furniture shift from static decoration items into essential, recurring capital goods. New Service Economy: Players can build and operate Inns and Hotels at transit hubs, alongside an active Real Estate Market for ready-to-move-in housing. Profession Balance: Chefs supply field workers with high-density mobile energy; builders and carpenters provide the foundation for long-term, cost-free energy recovery. 6. Singleplayer Strategy & Mechanics Time-Skip Mechanics: Sleeping takes 3 seconds of real-time but advances world time by 6 to 8 in-game hours (smelters and crops continue processing). Risk vs. Reward: Sleeping conserves food and crafting resources but consumes precious in-game time before the Meteor Impact. Higher-tier beds reduce the required sleep duration, saving valuable days on the countdown clock.
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