Campaign–Idle Loop
Campaign clear increases Outpost productivity; Outpost resources fuel level growth; level growth enables next campaign clear.
Campaign clear increases Outpost productivity; Outpost resources fuel level growth; level growth enables next campaign clear.
Outpost, Dispatch, Simulation Room, Interception and daily missions route recurring resources into 성장 시스템 growth.
Tribe Tower, Lost Sector, Overclock and Solo Raid Museum validate power and supply specialized growth resources.
Events, mini-games, login, FULL BURST DAY and raids create short-term resource acceleration and return reasons.
Rookie → Special → Champion Arena converts roster and preparation into points, rank and status.
Solo Raid, Solo Raid Museum, Union Raid and Coordinated Operation create score, practice and group-result loops.
Storyline, Archives, Arcade and Solo Raid Museum convert time-limited assets into accessible backlog.
Ark contains Simulation Room and major combat menus; Outpost Command Center contains Recollection/Archives interfaces.
Daily, weekly/biweekly, seasonal and limited event rhythms coexist; content fatigue risk arises from overlapping calendars.
Growth contents supply core materials; competition and cooperation supply currencies/status; events overlay acceleration.
Campaign progress, CP, roster breadth, union level, mode unlocks and event windows structure progression.
Core systems are strong but menu/cadence complexity, event overlap and maintenance conversion create UX load.