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.