Create a Machinations diagram for the mobile tactical FPS game "Garena Delta Force" that models the core game economy and feedback loops. Include the following nodes and connections:
RESOURCES (Pools):
- Player Health (starts at 100, max 100)
- Ammo (starts at 30, max 30)
- XP Points (starts at 0)
- Ranking Points (starts at 1000)
- In-Game Currency (starts at 0)
- Equipment Durability (starts at 100)
SOURCES (Generators):
- Kill Enemy → generates +XP Points, +Ranking Points, +In-Game Currency
- Match Win → generates +XP Points, +Ranking Points (bonus), +In-Game Currency (bonus)
- Supply Drop → generates +Ammo, random loot to In-Game Currency
- Survive Round → generates +XP Points (small amount)
DRAINS (Consumers):
- Take Damage → drains Player Health
- Fire Weapon → drains Ammo
- Match Loss → drains Ranking Points
- Death → drains Equipment Durability
CONVERTERS:
- Spend Currency → converts In-Game Currency into Weapon Upgrade / New Equipment
- Level Up → converts XP Points into new Operator Unlock / Skill Unlock
GATES (Random/Chance nodes):
- Random Bullet Spread Gate → non-deterministic gate that splits Fire Weapon outcome into Hit or Miss (reflecting non-deterministic nature)
- Loot Drop Gate → random gate for Supply Drop quality (Common / Rare / Epic)
- Respawn Gate → triggers after Death, feeds back into Player Health reset
FEEDBACK LOOPS to highlight:
1. POSITIVE LOOP: Kill Enemy → XP → Level Up → Better Equipment → More Kills
2. POSITIVE LOOP: Win Match → Ranking Points → Higher Matchmaking → More Competitive Play
3. NEGATIVE LOOP: Death → Lose Equipment → Weaker State → More Deaths (resource depletion punishment)
4. BALANCING LOOP: Ammo Depletion → Forces Player to Scavenge → Supply Drop → Ammo restored
INTRANSITIVE BALANCE (show as separate sub-diagram):
- Node A: Assault Class → strong against Support
- Node B: Support Class → strong against Sniper
- Node C: Sniper Class → strong against Assault
- Connect with directional arrows showing rock-paper-scissors relationship
INFORMATION ASYMMETRY (annotate on diagram):
- Label green nodes as "Common Information" (visible to all)
- Label yellow nodes as "Privileged Information" (visible to own team only)
- Label red nodes as "Hidden Information" (unknown to all players)
Style: Use standard Machinations notation with pools (circles), sources (triangles pointing in), drains (triangles pointing out), gates (diamonds), converters (squares with arrow), and resource connections (arrows). Add color coding for feedback loop types — blue for positive loops, orange for negative/balancing loops.