Create a resource flow...

About this model

Create a resource flow diagram for a multiplayer FPS game similar to Call of Duty.

Main resources: - XP (player experience) - Player Level - Weapon XP - Weapon Attachments - In-game Currency - Battle Pass XP - Killstreak Points - Health (HP)

System logic:

1. Matches generate XP and Currency based on player performance. 2. XP converts into Player Level. 3. Higher Player Level unlocks new Weapons. 4. Using Weapons generates Weapon XP. 5. Weapon XP unlocks Attachments. 6. Attachments increase combat effectiveness. 7. Higher combat effectiveness increases kills. 8. More kills generate more XP and Killstreak Points. 9. Killstreak Points can be spent to activate special abilities (reset after death). 10. Currency can be spent in a Shop to buy Cosmetics. 11. Battle Pass XP is generated per match and unlocks rewards over time. 12. Health decreases when taking damage and regenerates over time.

Include: - Sources for match rewards - Converters for XP to Level and Weapon XP to Attachments - Traders for Shop - Sinks for purchases and killstreak usage - Feedback loops between weapon upgrades and XP gain

Limit to around 25-35 components.

"Create a resource flow..." is a public Machinations diagram shared in the Community by Программист, with 35 components.

It was created in February 2026 and last edited in February 2026.

Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.

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