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Create a Machinations diagram that models the core gameplay system of a MOBA game similar to Mobile Legends: Bang Bang.

The system should represent a 5v5 multiplayer battle with the goal of destroying the enemy base. Include the following components and mechanics:

1. CORE RESOURCES:

* HP (Health Points)
* Gold (earned from minions, jungle, kills)
* Experience (XP for leveling up)
* Turrets (defensive structures)
* Base (main objective)

2. PLAYER SYSTEM:

* 10 players divided into two teams (5 vs 5)
* Each player selects a hero with unique abilities
* Include roles: Tank, Assassin, Mage, Marksman, Fighter, Support
* Players gain Gold and XP over time and through actions

3. GAME LOOP:

* Players kill minions → gain Gold & XP
* Players destroy turrets → open map control
* Players kill enemy heroes → gain advantage
* Team pushes lanes → destroy base to win

4. POSSIBILITY SPACE:

* Model multiple decision paths such as:

  * Farming vs Roaming
  * Team fight vs Split push
  * Objective focus (Turtle/Lord) vs Kill focus
* Show branching choices that lead to different outcomes

5. NON-DETERMINISTIC ELEMENTS:

* Add randomness to:

  * Critical damage
  * Skill hit/miss
  * Player decision variability
* Use probability nodes or random gates to simulate uncertainty

6. INTRANSITIVE BALANCE (COUNTER SYSTEM):

* Model hero counters:

  * Assassin counters Marksman
  * Tank counters Assassin
  * Marksman counters Tank
* Represent this as cyclical advantage (no dominant strategy)

7. INFORMATION STRUCTURE:

* Include fog of war (hidden information)
* Add:

  * Hidden nodes (enemy position unknown)
  * Visible nodes (team info, objectives)
* Represent incomplete information affecting decision-making

8. PROGRESSION SYSTEM:

* Leveling up increases power
* Gold used to buy items → increases stats
* Show feedback loop (stronger player → easier kills → more gold)

9. WIN CONDITION:

* Destroy enemy base
* Include multiple paths to victory depending on strategy

10. OUTPUT:

* The diagram should clearly show:

  * Resource flow
  * Player decisions
  * Randomness
  * Strategic branching
* Make the system dynamic and replayable (large possibility space)

Goal:
Simulate a highly dynamic, non-deterministic multiplayer system with large possibility space, emphasizing strategic choices, counter-play (intransitivity), and incomplete information.

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Edited 27 days ago
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