Difference between revisions of "Menlo Virus Game Play"

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(Basically rewrote. Removed redundancies, clarified and added information)
 
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Absolutely no Virus Game Play is allowed in officially sanctioned [[Menlo Competitions Corporation]] (MCC) tournaments. Participants found to be "cheating" by these means will be immediately disqualified and potentially banned from all future MCC tournaments.
 
Absolutely no Virus Game Play is allowed in officially sanctioned [[Menlo Competitions Corporation]] (MCC) tournaments. Participants found to be "cheating" by these means will be immediately disqualified and potentially banned from all future MCC tournaments.
  
It is known that some players prefer to play the [[Menlo]] game with viruses as part of the game itself. Some players base their entire [[Menlo Card]] on the output of and protection from viruses. They are called Virus players and they specialize in the codes related to viruses. Because they are not allowed to participate in official matches and are separated from other players , this type of game play has become a "whole different animal."
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Despite this, some players prefer the [[Menlo]] game with viruses integrated into the game itself. An entire sub-league of professional Menlo games exists for Virus-allowed gameplay. This form of play is most popular among programmers because they know every strength and vulnerability of the code that constructs their suits. Many of the innovations that have lead to the best codes for even MCC compliant suits have been the result of the efforts of Virus players.  
  
=Virus Code Limits=
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Virus gameplay and the culture around it tends to be far more dangerous, unpredictable, and seedy than MCC standard matches. The reason for this is twofold. Virus gameplay is at its core about how to circumvent the rules and laws of the game, attracting a certain type of personality and essentially encouraging anarchy. Also, because matches are not regulated by any official or central association, the potential for players to take advantage of each other, or for inexperienced coders to cause permanent damage to equipment is greatly increased. There have been reports of privately engineered card code being stolen during matches, of multiple players teaming up to combine their cards to create super viruses that can royally screw other players, of equipment and cards being permanently damaged either intentionally or unintentionally, or even implanted with latent viruses that emerged in later matches.
When putting virus codes in to your card, keep in mind that the most complicated and often most effective virus codes are very long, and take up a very large amount of space in your card. It is not possible to have a virus blocker that blocks all suit damage related viruses, and still have your suit be an ultra super fighting machine as there is not enough room on the card to do so much coding. Also there are no supper powerful, "blocks everything" virus blockers or viruses. Every virus can be blocked, and every blocker can be surpassed with the right codes.
 
  
=Virus Codes=
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=Programming for Virus Gameplay=
There are three basic types of virus codes. Those that weaken or damage the opponent's suit, those that strengthen the player's suit, and those that alter or summon things into the Virtual World. There are also viruses that can damage a game system itself but these viruses have been banned by Virus Players for it can be construed as destruction of property and is therefore punishable by law.
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The only limiting factor to what one can do with Viruses is how much room is on a card, be it regulation size or not. Like with any code, the most robust and effective viruses and blockers tend to take up the most space. Newer and more compact Virus codes are always being sought after. The biggest factor for Virus gameplay is knowing how to balance the amount of Virus code and the amount of actual Suit code. Some players go half and half, creating a suit that will specifically benefit from the effects of the associated viruses. Other players will concentrate solely on virus blockers, protecting their own suit, and potentially neutralizing any advantages the opponent may have been relying on. And yet others will go with the simplest of suits, and will concentrate on having an arsenal of viruses that will destroy their opponent before any actual fight takes place. Some players even like to test their MCC compliant virus-free suits against Virus players to test the integrity of their code, and to test the performance of their suits in adverse conditions.  
  
===Destroyers (Damaging Viruses)===
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Generally, the effects of viruses can be summarized into three basic categories; those that effect one's opponent, those that effect one's own suit, and those that effect the Virtual Reality, Pointers, Buffers, and Swimmers respectively.  
These viruses are the ones that are meant to damage the opposing player's suit in some way or function. They are usually activated and administered by way of some physical contact, like a tail blade or specialized claw of some sorts. Yet some players program these viruses to travel through the game system to the other player without tampering with the system it self. Naturally these codes are a tad longer than physically administered ones, but are much more convenient. Destroyers are coded to weaken certain function types, and lower stat points such as power and defense. There are codes like "Hydraulics Dam" that can stop the flow of liquid in a suit ultimately slowing or completely stopping the movement of the apposing player(providing their suit is powered by hydraulics). There are also codes such as "Metal Eater" that decrease the defense of a suit by effectively thinning the defensive plates around a suit. Again there are no "Ultra Kill" viruses that can completely wipe out all functions of a suit leaving the apposing player helpless in one move. Every virus can be blocked.
 
  
===Muscles (Fortification Viruses)===
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At their core, Buffers are the easiest to code, the most robust, and the hardest to block of the three categories, because what the code affects (the suit) and where the code resides (the card) are already very closely linked in code. Their main drawback is that many of the effects of Buffers can achieved with the same amount of code simply by improving the suit. The more complicated Buffers, however, can create very formidable opponents.
These viruses are the ones meant to increase the function or operation of a player's suit in some way. These are much less popular than Destroyers for such functions that are increased by the viruses can just be built into the suit. These codes are for the players who might not be as skilled at making suits, and have found it simpler to use viruses instead. Muscles are usually activated by a button or will of a player. They are designed to heighten the levels of certain stats of functions of a suit. Such codes as "Cheetah" can increase the flow of a power source with out actually depleting the power supply and ultimately increase the speed of a suit. Other codes like "Blaster Booster" can increase the power and effectiveness of a type of fronima or other energy source blaster. There are no "Ultra Power" viruses that can completely strengthen the suit beyond all others with a simple push of a button. Every Virus can be blocked.
 
  
===Mirages (Virtual Reality Altering Viruses)===
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Swimmers are the middle ground in terms of coding difficulty, effectiveness, and resistance to blocking, because the cards of both players have equal access to the environment. They are so named because once Swimmers are sent out into the environment they take on a life of their own. The Swimmers of different players tend to interact with each other, creating interesting and unexpected results. Part of programming a good Swimmer is making sure that it will produce the effect you need regardless of what your opponent has in store.
These viruses are the ones that can summon objects or alter the setting or elements of the virtual reality. These are the most complicated and space consuming virus codes. They are activated in a number of ways. Sometimes the virus is activated as soon as the game begins and alters anything corresponding with its programming. Others are player activated, and a few can even be scenario activated. These codes are programmed to alter aspects of the reality world to a player's benefit. For example the "Bungee Building" code is used to create an element of heightened elasticity of buildings in the game, making impact less damaging and also creating a "bounce off the ropes" type ability for players. Codes such as "Water Obstacle" can alter the appearance of the virtual reality world without actually changing it, to create an imaginary obstacle for an opponent. There are also codes like "Rover" that creates a solution to games that do not allow separate components such as weapons, mines or rovers. This code can create a functioning rover component that is not actually in the game, therefore breaking no rules. As always there are no codes that can completely change the virtual reality to a player's benefit and every Mirage code may not necessarily work for every virtual reality. Every virus has limits and can be blocked.
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Pointers are the most difficult to code, the most finicky and unpredictable, and the easiest to block. This is not only because it takes finesse to reference an opponents suit in code, but also because one cannot plan for any specific instances in an opponent's code before a match begins. However, Pointers that do end up working, can have devastating effects on an opponent. The payoff can be well worth the time, effort, and card space. It is Pointers that are responsible for instant-kill matches.
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=Card Security and Virus Blockers=
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If the code is good enough, every virus can potentially be blocked, and every blocker can potentially be surpassed. Blockers are most useful for protecting the weak point of one's suit, either by protecting from Pointers, or by attempting to prevent an opponent's Buffers from creating abilities for their suit that would be detrimental to yours. They are also good for making sure that your opponent's Swimmers do not interfere with yours.
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Though Virus blockers are an integral part of Virus gameplay, they are allowed in MCC standard rules as 'card security code.' Some players have them for paranoia reasons, some to subdue the effects of potentially unstable code in their cards. When playing with a new group of players outside an official event, or with inexperienced coders, it is good practice to have some basic Blockers on your card, just to be on the safe side.  
  
=Virus Blockers=
 
Just like viruses, there are three major categories of virus blockers; those that block damaging viruses, those that block strengthening viruses, and those that block virtual reality altering viruses. They each work in apposition of the corresponding virus category. For example a damaging blocker will block certain viruses that can damage the suit. And a strengthening blocker will block viruses that strengthen the apposing player. Likewise a virtual reality altering blocker will prevent certain viruses that effect the game world from functioning. There are no super or ultra blockers that can block all viruses in a certain category or two. Every blocker can be surpassed.
 
  
 
{{Navbox_Menlo}}
 
{{Navbox_Menlo}}

Latest revision as of 18:19, 11 March 2013

Absolutely no Virus Game Play is allowed in officially sanctioned Menlo Competitions Corporation (MCC) tournaments. Participants found to be "cheating" by these means will be immediately disqualified and potentially banned from all future MCC tournaments.

Despite this, some players prefer the Menlo game with viruses integrated into the game itself. An entire sub-league of professional Menlo games exists for Virus-allowed gameplay. This form of play is most popular among programmers because they know every strength and vulnerability of the code that constructs their suits. Many of the innovations that have lead to the best codes for even MCC compliant suits have been the result of the efforts of Virus players.

Virus gameplay and the culture around it tends to be far more dangerous, unpredictable, and seedy than MCC standard matches. The reason for this is twofold. Virus gameplay is at its core about how to circumvent the rules and laws of the game, attracting a certain type of personality and essentially encouraging anarchy. Also, because matches are not regulated by any official or central association, the potential for players to take advantage of each other, or for inexperienced coders to cause permanent damage to equipment is greatly increased. There have been reports of privately engineered card code being stolen during matches, of multiple players teaming up to combine their cards to create super viruses that can royally screw other players, of equipment and cards being permanently damaged either intentionally or unintentionally, or even implanted with latent viruses that emerged in later matches.

Programming for Virus Gameplay

The only limiting factor to what one can do with Viruses is how much room is on a card, be it regulation size or not. Like with any code, the most robust and effective viruses and blockers tend to take up the most space. Newer and more compact Virus codes are always being sought after. The biggest factor for Virus gameplay is knowing how to balance the amount of Virus code and the amount of actual Suit code. Some players go half and half, creating a suit that will specifically benefit from the effects of the associated viruses. Other players will concentrate solely on virus blockers, protecting their own suit, and potentially neutralizing any advantages the opponent may have been relying on. And yet others will go with the simplest of suits, and will concentrate on having an arsenal of viruses that will destroy their opponent before any actual fight takes place. Some players even like to test their MCC compliant virus-free suits against Virus players to test the integrity of their code, and to test the performance of their suits in adverse conditions.

Generally, the effects of viruses can be summarized into three basic categories; those that effect one's opponent, those that effect one's own suit, and those that effect the Virtual Reality, Pointers, Buffers, and Swimmers respectively.

At their core, Buffers are the easiest to code, the most robust, and the hardest to block of the three categories, because what the code affects (the suit) and where the code resides (the card) are already very closely linked in code. Their main drawback is that many of the effects of Buffers can achieved with the same amount of code simply by improving the suit. The more complicated Buffers, however, can create very formidable opponents.

Swimmers are the middle ground in terms of coding difficulty, effectiveness, and resistance to blocking, because the cards of both players have equal access to the environment. They are so named because once Swimmers are sent out into the environment they take on a life of their own. The Swimmers of different players tend to interact with each other, creating interesting and unexpected results. Part of programming a good Swimmer is making sure that it will produce the effect you need regardless of what your opponent has in store.

Pointers are the most difficult to code, the most finicky and unpredictable, and the easiest to block. This is not only because it takes finesse to reference an opponents suit in code, but also because one cannot plan for any specific instances in an opponent's code before a match begins. However, Pointers that do end up working, can have devastating effects on an opponent. The payoff can be well worth the time, effort, and card space. It is Pointers that are responsible for instant-kill matches.

Card Security and Virus Blockers

If the code is good enough, every virus can potentially be blocked, and every blocker can potentially be surpassed. Blockers are most useful for protecting the weak point of one's suit, either by protecting from Pointers, or by attempting to prevent an opponent's Buffers from creating abilities for their suit that would be detrimental to yours. They are also good for making sure that your opponent's Swimmers do not interfere with yours.

Though Virus blockers are an integral part of Virus gameplay, they are allowed in MCC standard rules as 'card security code.' Some players have them for paranoia reasons, some to subdue the effects of potentially unstable code in their cards. When playing with a new group of players outside an official event, or with inexperienced coders, it is good practice to have some basic Blockers on your card, just to be on the safe side.