Returning once again to the familiar, boundless pure white virtual creation space, Medici's state was different from before.
The halo of first place in the qualifying round and the prospect of ten billion in prize money hadn't made him complacent or restless in the slightest.
On the contrary, what danced in his eyes was a colder, more focused light, like an engineer making final adjustments to a complex and precise war machine.
"Cortana, pull up the core framework for the official version of Battlefield: Warhammer 40k," he commanded.
A massive light screen unfolded before his eyes, flowing with the game's basic code, resource lists, and completed modules.
The previous competition version was more like a "luxury demo" for functional verification and technical demonstration, but now he would pour the final and most critical cement for the official version facing all Federation players.
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"First, clearly distinguish the gameplay modes."
Medici's voice echoed in the space, carrying unquestionable determination.
The light screen immediately divided into two clear sections.
[Mode 1: Infantry Mode]
Description: Players assume the role of an elite soldier in a faction (Assault, Medic, Engineer, Scout, and other classic classes), focusing on personal combat skills, squad cooperation (with other players), and completing battlefield objectives.
AI Behavior: The large number of AI soldiers on the battlefield are uniformly commanded by the faction's high-level AI, executing macro tactics.
Players cannot directly command them but can follow the AI's offensive waves or operate under AI cover.
The AI will capture points, launch charges, and provide fire support.
Players are more like a sharp blade or a cog merged into the torrent of war.
Positioning: Closer to traditional FPS/TPS experience, emphasizing reaction, marksmanship, and class cooperation, suitable for players seeking personal operational thrills and small team competition.
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[Mode 2: Commander Mode]
Description: Players assume the role of minor commanders (such as various Magos of the Mechanicus, Genestealer Purestrain leaders, Imperial Guard officers, etc.), directly commanding a tactical squad composed of AI soldiers.
AI Behavior: The AI soldiers in the player's squad completely obey the player's commands.
Players control the entire squad's actions through a concise tactical interface (marking movement, attack, defense, follow, and other commands).
Squad AI will automatically execute tactical movements based on orders and battlefield conditions.
Positioning: Emphasizes tactical thinking, battlefield awareness, resource management (squad strength is the resource), and the art of command.
Players need to weigh the squad's offensive direction, fire distribution, and casualty replenishment, experiencing the immersion of leading an army into battle.
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"Two modes to satisfy different player needs."
Medici nodded, but this wasn't enough.
Commander mode must have its unique depth and risks to prevent abuse.
"For Commander mode, introduce the core command node mechanism," he said in a low voice.
On the light screen, models representing commanders (such as Skitarii Alphas, Purestrain Genestealers) were highlighted and connected to their subordinate AI soldiers (servitors, hybrids) with prominent command links.
"Command nodes are the commander units themselves. They are the brain and will core of the squad," Medici explained. "The settings are as follows:"
Mechanicus Squad: When a Magos (command node) is killed, all remaining servitors in the squad will immediately execute self-destruct protocols (simulating going berserk after losing control signals or preventing technology leakage), exploding within seconds and causing damage to surrounding enemy and friendly units.
Players cannot regain control of these servitors through quick revival.
Genestealer Squad: When a Purestrain Genestealer (command node) dies, the remaining hybrids in the squad will instantly lose their stable psychic link with the hive mind (relayed through the Purestrain), falling into an uncontrolled frenzy state.
They will indiscriminately attack all units in their line of sight (including other Genestealer squads and players) until they are eliminated.
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"This mechanism ensures that the commander's survival is paramount and eliminates the opportunistic tactic of 'suicide for troops.'"
A glint of cold light flashed in Medici's eyes.
"Commanders are no longer 'hero units' hiding behind and using skills. Their survival directly relates to the entire squad's continued existence. High risk, high reward."
Next, he turned to another system that could greatly enrich the game experience and sense of immersion.
"In the official version, we will introduce an identity system."
Medici pulled up the database for the Tival Pacification Campaign.
"This isn't simply skins or titles, but 'character templates' that can be temporarily obtained and have actual gameplay impact."
He used the Imperial Guard as an example:
Basic Commander: Imperial Guard Officer, commanding a standard infantry squad.
Purchasable Identity: Commissar
Acquisition Method: In Commander mode, spend a certain amount of battlefield points to temporarily purchase.
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Effects:
1. Skill: [Iron Will] For a short time, greatly increases the morale of self and all friendly AI soldiers within a certain range (reduces suppression effects, slightly increases damage resistance).
2. Skill: [In the Emperor's Name] Mark a single enemy unit or small area. Marked targets will be prioritized for concentrated fire by all surrounding friendly AI and take additional damage.
3. Exclusive Weapon: Replace standard sidearm with bolt pistol and power sword, possessing stronger melee capability and deterrence against light armor units.
Restrictions: Identity effects last until the commander is killed. After death, points must be accumulated again to repurchase Commissar identity; otherwise, revert to basic officer.
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"The identity system provides commanders with richer tactical choices and role-playing depth."
Medici summarized, "Players can choose according to battlefield needs whether to become an officer focused on fire support, a morale-boosting commissar, or other faction-specific identities."
As he issued commands one by one, in the virtual space, code wove itself like living vines, debugging and optimizing.
The logic of Infantry and Commander modes was clearly separated yet interconnected, the risk weighting of the command node mechanism was precisely calculated, and the skill effects and balance of the identity system were repeatedly tested in the simulation environment.
Medici was like a calm war strategist, formulating the most detailed and most brutal rules for the upcoming virtual war that would far exceed the scale of the competition.
He wanted to ensure that when millions of players flooded into this universe, everyone could find their place.
Whether as soldiers charging into battle or commanders strategizing from command, all would face real challenges and reap corresponding achievements forged in blood and fire.
