God's imitator

Chapter 434 Modular Design

Chapter 434 Modular Design

This means that if a copycat wants to use this rule, they first need to be successfully selected by the arcade in a "trial" game, then select a player whose behavior is relatively predictable to become a "super privilege player" and keep them alive in the game as long as possible. Finally, they can successfully activate "super privileges".

To get a player out of the country, you must predict and manipulate the behavior of that "super privilege player" to some extent.

The additional options in "super privileges" might guide this player's behavior.

For example, there are two ways to set rules for copycats:
Option 1: Players with super privileges only have the basic function of sending other players away from the country, and do not have other killing privileges.

Option 2: Players with super privileges must choose between "mass killing" and "sending players out of the game".

If a player is relatively kind-hearted, then when faced with Option 2, they are more likely to choose to sacrifice themselves because they cannot bear to kill a large number of people.

Of course, due to the many variables in the actual design and gameplay, no matter how ingenious the rules are, they cannot guarantee that the "super privileged player" will act 100% according to the copycat's will.

However, through specific rule design and inducement, copycat offenders can also cleverly increase this probability.

After confirming the relevant rules for "super privilege players", Lin Sizhi closed the pop-up window.

Then I opened the desk drawer and took out the project proposal.

In the "List of Available Items" section, two pieces of information are worth noting:

1. Various items related to 'Tarot cards', in unlimited quantities.

2. Masks and costumes that can be designed freely.

Lin Sizhi looked at the game invitation and fell into deep thought.

First, judging from the list of available items, this game is almost certain to be a game like "April Fools' Day" where everyone participates in disguise. How to quickly determine each other's identities will become part of the game strategy.

The game's packaging should ideally be related to tarot cards.

Furthermore, judging from the invitations, the biggest difference between this "selection game" and previous games is that it has been split into three different modules.

The specific parts corresponding to these three modules are not explained in detail; we can only judge them from their literal meaning.

The design of the three copycats will inevitably have some repetitions or conflicts. According to the game invitation, the arcade will select or modify the repetitive rules, which is something that the copycats cannot control.

Overall, the division of these three modules is quite clear.

The minimum basic unit battle rules can be regarded as the most basic gameplay. At the same time, it should also have the right to define the 'minimum basic unit'. For example, it can design '2-player battle' as the minimum unit, or it can design '4-player battle' as the minimum unit.

Player matching and game round rules, that is, how players are matched, whether it is a non-repeating pair match or a random four-player match, and how many rounds the game will last and how long it will last.

The reward and punishment rules define the specific rewards or penalties to be given after each round of gameplay. Selection-type games typically have a specific death rate, and the exact death rate should be determined by this part of the rules.

Of course, some detailed rules may seem reasonable if they are divided into two or even three parts, so it is unknown how the gallery will actually adopt them.

Each copycat can only provide a design scheme for one module, meaning that the final game rules must be pieced together from the rules of the three copycats.

As for which design scheme a copycat chooses, many factors influence the decision. For example, to ensure their rules are selected, a copycat might choose a module they feel relatively good at designing and where competition is less intense.

If a copycat has specific goals that require a particular module to achieve, then they can choose that module.

In addition, one point is worth noting: the order in which the three modules are executed.

The "smallest basic unit battle rules" were designed first, which directly determined the basic gameplay. If the copycats designed this part, they could directly grasp the optimal solution for this type of basic gameplay and should be able to remain invincible in most cases.

However, designing this part of the rules also means that subsequent rules cannot be seen.

While the design freedom of the subsequent "Player Matching and Game Round Rules" and "Reward and Punishment Rules" is limited, you can see what the rules in the previous part are, and you can make your own designs based on the rules in the previous part.

Furthermore, how players are matched, how many rounds the game is played, and how the final rewards, penalties, and death rates are determined all have a significant impact on the game.

The copycat who designed the final module, "Rewards and Punishments Rules," actually holds the power of life and death over all players. If he were to set an extremely high mortality rate and pass the arcade's review, then even the most harmless and simple basic battle rules would become extremely cruel.

In general, each of the three options has its advantages and disadvantages, mainly depending on which aspect the copycat offender values ​​and excels at.

Lin Sizhi didn't have any particular preference for these three aspects of the design, so after considering it for a moment, he decided to choose the first part.

In other words, we need to design a "minimum basic unit battle rule" that is relatively simple in rules but has a lot of derivative strategies. This might make the selection game more interesting.

Lin Sizhi quickly devised the basic framework for this game.

The basic unit of player-versus-player combat is a two-player battle, with one player acting as the attacker and the other as the defender.

The specific gameplay is very simple:
On the table for the battle, there are 22 small boxes, each with a corresponding number and a tarot card image on it.

Box 1 contains the "Magician", Box 2 contains the "Priestess", and so on, with the final box, number 22, containing the "Fool".

The defender can take any amount of "Wealth Coupons" and put them into these 22 different boxes.

The attacking side can launch 10 attacks against the defending side according to certain rules and take away some of the boxes.

There are two different attack methods:

Option 1: Simply choose any box and take it with you.

Method 2: Select a box, confirm you don't want to take it, open it to see the exact number of wealth coupons inside, then choose any other box and guess whether it contains more or fewer wealth coupons. If you guess correctly, you can take both boxes with you.

In addition, the defending side can create its own rules to replace "Method Two".

Of course, these are just the most basic rules. More time will be spent adjusting various details, eliminating potential bugs, and making more detailed designs for various props and scenery in the game.

Some might just serve a decorative purpose, enhancing the atmosphere, while others might contain hidden traps, allowing different players to develop strategies around these elements.

 Asking for a monthly ticket~
  
 
(End of this chapter)

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