I happen to know that the timescale is a global setting, it affects schedules in the scripts, it is implemented in the engine, and I also happen to know the meaning of exageration. You seem to have missed that last point. Oh, and in older versions of Blockland, you could adjust a client timescale independantly of the server's. Every few frames, the client would return to where the server determined they would be, but it still could be changed independantly. Furthermore, I recall working with scripts that adjusted the timescale, and had to write code to compensate for the effects of it on schedules. Finally, it could not be implemented anywhere *except* in the engine, as it affects player physics seamlessly, a feat that cannot be truely accomplished elsewhere.