I want to flag an important update before we proceed further. Monetization is now confirmed to be implemented at the END of the project as a separate stage. However, the following are mandatory and must be supported in the core architecture from the start: - Full PvP mechanics - Gang system - Tournament Pass system (paid entry + seasonal skin + access to tournaments with real cash prizes) I’m attaching the updated specification reflecting this. Please review and confirm: 1) That your proposed architecture fully supports these mechanics 2) That monetization logic can be cleanly added later without refactoring core systems 3) Any technical risks or adjustments you recommend
Godzilla DM — Full Technical Specification Platform: FiveM (GTA V) Server Type: PvP / Arena / Competitive Target CCU: 150–200 concurrent players Architecture: Modular, optimized, scalable Framework: QBCore (repurposed, NOT full custom from scratch) Monetization: Separated & implemented at final phase only
PROJECT GOAL Build a competitive PvP-focused FiveM server where core gameplay mechanics come first, with tournaments, gangs, and progression, and all monetization added at the end. The server must be promotion-ready during development (early playable mechanics).
PHASE STRUCTURE Phase 1 – Core Foundation & Server Setup (UNCHANGED CORE) Purpose: Prepare a clean, scalable FiveM base for all future mechanics. Includes: FiveM server setup (production-ready) Repurposed QBCore framework (customized for PvP, not RP)Authentication system (email / nickname / age) Custom auth UI (login & registration) Character creation environment (blue neon room) Starter outfits Language selector Spawn points (Main / Arena / Gang placeholder) Base optimization & structure for 150–200 players Deliverable: Playable server with login, character creation, and spawn flow
PHASE 2 — Core PvP Combat & Arena Systems Objective: Main gameplay loop Includes: Custom PvP combat logic Weapon damage balancing Headshot rules Kill-feed system Hit detection & sync optimization Arena modes Duels Team fights No-respawn arena logic Score tracking & match results Zone types Green Zone (Safe) Yellow Zone (Arena) Core admin panel (basic controls)
PHASE 3 — Territory Control & Events Objective: Competitive map control Includes: Territory capture system Small zones (10 min) Large zones (15 min) Kill-based scoring Defender wins on tie Manual admin-triggered events Tournaments Competitions Special PvP events Deliverable: Competitive territory gameplay loop
PHASE 4 — GANG SYSTEM (MANDATORY) Objective: Elite team structure Includes: Gang creation & management (admin-controlled) Gang roles Leader Trainer Fighters Invitation-only joining (no public join) Gang-only UI Gang-only voice chat Gang territories integration Gang restrictions & permissions Deliverable: Fully functional gang ecosystem
PHASE 5 — TOURNAMENT PASS & SEASON SYSTEM Objective: Competitive seasonal progression (MANDATORY) Includes: Tournament Pass logic (core system built early) Seasonal progression tracking Pass ownership verification Tournament access control Unique seasonal skin entitlement Tournament registration system Support for real-cash prize tournaments (Payment handling logic only; no real money processing) Deliverable: Tournament-ready system (without monetization enabled yet)
PHASE 6 — WEAPONS, SKINS & FINAL MONETIZATION Objective: Revenue systems (LAST PHASE) Includes: Weapon system 8 weapons at launch 4 skins per weapon Skin selection & ownership system Custom gun sounds & hit sounds Inventory system (weapons only) Monetization logic Tournament Pass purchase Weapon skins Final UX polish Performance optimization (150–200 players) Bug fixing & launch prep Deliverable: Production-ready, monetized server
Total budget is 400$. this is milestone based project.
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