NOVASMC

GAME DECISION MAP

eFootball Mobile

Sports RPG · Mobile · 2017

Current analysisBaseline 2026-06-03Open Decision Analysis →

Acquire players and managers through contracts, Player Lists, rewards, and shops → develop Level, Progression, Skills, Positions, and Boosters → assemble a Dream Team in Game Plan → play My League, events, eFootball League PvP, Friend Match, and Co-op → receive GP, Points, contracts, Rating, Division, and profile status → reuse rewards and evidence to adjust the squad and enter the next match or campaign.

Recurring Structures

Detailed Repeating Structures

What repeats and keeps the system moving?

CORE CLASSIFICATION

External Calendar

Acquire players and managers through contracts, Player Lists, rewards, and shops → develop Level, Progression, Skills, Positions, and Boosters → assemble a Dream Team in Game Plan → play My League, events, eFootball League PvP, Friend Match, and Co-op → receive GP, Points, contracts, Rating, Division, and profile status → reuse rewards and evidence to adjust the squad and enter the next match or campaign.

Events, operating schedules, and live operations reactivate participation, exchange, and reward states.

View pattern definition →
  1. Supply

    Primary Loop

    Player acquisition → growth/Game Plan → real-time football match → reward/status → player/tactical adjustment → re-entry.

  2. Competition

    Stress-Relief Loop

    League fatigue routes into My League, VS AI, Quick Match, Co-op and Daily Game, then returns to League.

  3. Return

    LiveOps Loop

    Real football issue/campaign → Player List/Event/Objective → new player/reward demand → match participation → campaign refresh.

  4. Competition

    Identity Loop

    Match results and collection feed Badge, Profile, Stadium and Strip expression, which reinforce collection and competition motives.

Bottlenecks

Bottleneck Patterns

Where do decisions and flow break?

CORE CLASSIFICATION

Action Feedback and Failure Attribution Break

The limiting point sits in the combat feedback result handoff.

Outcomes, causes, rules, rewards, and retry information do not close the feedback loop needed for correction.

View pattern definition →
  1. Core

    PvP result→factor feedback→Game Plan→replay

    The limiting point sits in the combat feedback result handoff.

  2. Supporting

    event→full match

    The limiting point sits in the liveops operations synchronization handoff.

  3. Supporting

    growth input→RNG→equip

    The limiting point sits in the transition handoff.

  4. Supporting

    reward

    The limiting point sits in the asset lifecycle handoff.

  5. Supporting

    offer inspect→buy

    The limiting point sits in the economy commerce settlement handoff.

  6. Supporting

    Co-op→rematch→friend→repeat→

    The limiting point sits in the social result handoff.

Contradictions

Contradiction Patterns

What must improve, and what must remain protected?

CORE CLASSIFICATION

Outcome and Failure Attribution vs System Depth and Rule Integrity

Across PvP Skill → Spec → Assist → Network → lineup → asset Game Plan, improve Complexity Vs Convenience while preserving Speed Vs Integrity.

Causes and retry conditions for outcomes, failures, and fairness must become attributable while strategic, combat, and competitive depth and rule integrity remain protected.

View pattern definition →
  1. Core

    Core Contradiction

    Across PvP Skill → Spec → Assist → Network → lineup → asset Game Plan, improve Complexity Vs Convenience while preserving Speed Vs Integrity.

  2. Supporting

    Performance Vs Load / Stability Vs Volatility

    Improve Performance Vs Load while preserving Stability Vs Volatility.

  3. Supporting

    Complexity Vs Convenience / Freedom Vs Control

    Across growth result, partial investment transfer, equip/use, and survival become traceable, improve Complexity Vs Convenience while preserving Freedom Vs Control.

  4. Supporting

    Complexity Vs Convenience / Freedom Vs Control

    Across source/sink, improve Complexity Vs Convenience while preserving Freedom Vs Control.

  5. Supporting

    Complexity Vs Convenience / Revenue Vs Trust

    Across entitlement, improve Complexity Vs Convenience while preserving Revenue Vs Trust.

  6. Supporting

    Freedom Vs Control / Complexity Vs Convenience

    Improve Freedom Vs Control while preserving Complexity Vs Convenience.

Solution Mechanisms

Solution Mechanisms

Which intervention mechanism changes the condition?

CORE CLASSIFICATION

Layered and Progressive Disclosure

Apply Layered and Progressive Disclosure across Layered Evidence-State Decision Ladder while preserving the protected value.

Separate complex meaning, rules, and strategy into layers and reveal only the depth needed at each moment.

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  1. Core

    Layered Evidence-State Decision Ladder

    Apply Layered and Progressive Disclosure across Layered Evidence-State Decision Ladder while preserving the protected value.

  2. Supporting

    Declared Session-Budget Queue

    Apply State and Rule Visibility Encoding across Declared Session-Budget Queue while preserving the protected value.

  3. Supporting

    Bounded Growth Continuity Ladder

    Apply Loss Trust and Entitlement Buffer across Bounded Growth Continuity Ladder while preserving the protected value.

  4. Supporting

    Wallet Purpose-Expiry Decision Ledger

    Apply State and Rule Visibility Encoding across Wallet Purpose-Expiry Decision Ledger while preserving the protected value.

  5. Supporting

    Acquisition-to-Use Decision Ledger

    Apply State and Rule Visibility Encoding across Acquisition-to-Use Decision Ledger while preserving the protected value.

  6. Supporting

    Mutual-Consent Co-op Continuity Ladder

    Apply State and Rule Visibility Encoding across Mutual-Consent Co-op Continuity Ladder while preserving the protected value.

Solution Compositions

Solution Compositions

How should interventions be combined and sequenced?

CORE CLASSIFICATION

Single-Track Localized Bundle

Connect 1 source-declared mechanism across Layered Evidence-State Decision Ladder as Single-Track Localized Bundle.

Combine a core intervention with stabilizing or accelerating support within one problem track and keep its impact localized.

View pattern definition →
  1. Core

    Layered Evidence-State Decision Ladder Composition

    Connect 1 source-declared mechanism across Layered Evidence-State Decision Ladder as Single-Track Localized Bundle.

  2. Supporting

    Declared Session-Budget Queue Composition

    Connect 1 source-declared mechanism across Declared Session-Budget Queue as Single-Track Localized Bundle.

  3. Supporting

    Bounded Growth Continuity Ladder Composition

    Connect 1 source-declared mechanism across Bounded Growth Continuity Ladder as Single-Track Localized Bundle.

  4. Supporting

    Wallet Purpose-Expiry Decision Ledger Composition

    Connect 1 source-declared mechanism across Wallet Purpose-Expiry Decision Ledger as Single-Track Localized Bundle.

  5. Supporting

    Acquisition-to-Use Decision Ledger Composition

    Connect 1 source-declared mechanism across Acquisition-to-Use Decision Ledger as Single-Track Localized Bundle.

  6. Supporting

    Mutual-Consent Co-op Continuity Ladder Composition

    Connect 1 source-declared mechanism across Mutual-Consent Co-op Continuity Ladder as Single-Track Localized Bundle.

  7. Supporting

    Parallel Solution-Mechanism Composition

    Connect 6 source-declared mechanisms across Layered Evidence-State Decision Ladder as Core-First Branch-Sequential Portfolio.

  8. Supporting

    Parallel Solution-Mechanism Composition

    Connect 6 source-declared mechanisms across Layered Evidence-State Decision Ladder as Parallel Local Contracts with Independent Rollback.