Vehicle control and risk response methods and systems in a game
Patent Information
- Application Number
- CN202610944434.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-29
- Publication Date
- 2026-09-29
AI Technical Summary
上述规避方式存在以下问题:一方面,玩家缺乏对环境危险程度的量化感知,难以准确判断当前威胁的紧急程度;另一方面,玩家只能进行方向上的闪避动作,无法判断是否以及何时能摆脱敌对单位的追击
[0061]1、本申请将虚拟载重变化与移动速度动态关联,并在界面实时刷新,使玩家能够直观感知负重对机动性的影响,从而在探索、收集与遇敌时作出更快速的策略调整,提升了虚拟载具驾驶的沉浸感和战术深度;
Smart Images

Figure CN122828370A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, specifically to a method and system for vehicle control and risk management in games. Background Technology
[0002] In survival or resource-gathering games, players control virtual vehicles that can extract and carry various virtual items within the virtual environment. These items are assigned weight parameters, which affect the vehicle's movement speed. When a vehicle is carrying a large amount of supplies, its movement speed decreases significantly, making it easier for enemy units to chase and attack it.
[0003] Currently, when encountering hostile creature attacks, the common approach in existing technology is for players to rely on personal experience to control their vehicles and change direction to avoid being attacked by hostile units. This avoidance method has the following problems: First, players lack a quantitative perception of the level of environmental danger, making it difficult to accurately judge the urgency of the current threat; second, players can only perform directional dodges, unable to determine whether and when they can escape the pursuit of hostile units. These problems increase the player's operational burden, reduce their gaming experience, and are detrimental to player retention. Summary of the Invention
[0004] To overcome the shortcomings of existing technologies, this invention provides a method and system for vehicle control and risk management in games. The method provides an interactive environment for virtual vehicles with the functions of item extraction and discarding, and constructs a dynamic mapping calculation link between load parameters and movement speed parameters. It connects enemy unit detection triggering, item discarding and weight reduction operation, and automatic recalculation of movement speed and status update display into a real-time response data processing flow, enabling players to make risk avoidance decisions based on the quantitative status information provided by the system.
[0005] To achieve the above objectives, the technical solution adopted by the present invention is: a method for vehicle control and risk management in a game, which displays at least a portion of a virtual environment in an interactive interface, the virtual environment including at least one virtual vehicle and several virtual item items, the method comprising:
[0006] Display the object identifier and object information of the virtual vehicle, the object information including the load information and movement speed of the virtual vehicle;
[0007] In response to the user's control operation on the virtual vehicle, the virtual vehicle is controlled to extract virtual items, and the first moving speed of the virtual vehicle is determined according to the weight of the virtual items and a preset weight-speed response strategy, and the object information is updated and displayed.
[0008] In response to the detection of a hostile unit within a preset range of the virtual vehicle, a prompt icon representing the hostile unit is rendered on the interactive interface.
[0009] In response to a discard operation targeting a virtual item, the weight of the virtual item is reduced, the second load information of the virtual vehicle is determined, the second moving speed of the virtual vehicle is determined according to a preset weight-speed response strategy, and the object information is updated on the interactive interface.
[0010] The aforementioned technical solution displays the virtual vehicle's load information and corresponding movement speed on the interface, allowing users to intuitively obtain this information. Combined with enemy unit detection and alerts, users can decide on evasion methods, including moving in the opposite direction of the enemy's range and discarding virtual items on the virtual vehicle to increase its speed. In other words, the method disclosed in this application dynamically correlates virtual load changes with movement speed and refreshes the interface in real time, enabling players to intuitively perceive the impact of load on mobility. This allows for faster strategic adjustments during exploration, resource gathering, and enemy encounters, enhancing the immersive experience and tactical depth of virtual vehicle driving.
[0011] Further, the response to detecting a hostile unit within a preset range of the virtual vehicle, rendering a prompt icon representing the hostile unit on the interactive interface, includes:
[0012] In response to the detection of a hostile unit within a preset range of the virtual vehicle, the orientation and distance information between the hostile unit and the virtual vehicle are obtained;
[0013] The interactive interface renders prompts that represent the orientation and distance information.
[0014] The above technical solution allows for the simultaneous acquisition and display of the enemy unit's orientation and distance information upon detection. This enables players to not only detect threats but also immediately determine the direction and distance of the threat source, significantly reducing the time required for situational awareness and facilitating the adoption of the correct evasion strategy.
[0015] Furthermore, the method also includes:
[0016] If the distance between the hostile unit and the virtual vehicle is less than or equal to a preset safe distance, the threat status information of the hostile unit to the virtual vehicle is determined. The threat status information includes the pursuit speed of the hostile unit to the virtual vehicle, as well as the orientation information and distance information.
[0017] The interactive interface displays a prompt icon that represents the threat status information.
[0018] Through the above technical solution, when an enemy unit enters a dangerous distance, it provides further threat status information, including pursuit speed, enabling players to accurately assess the possibility of a successful escape and avoid blind decisions or misjudgments due to insufficient information.
[0019] Furthermore, the step of rendering a prompt icon representing the hostile unit in the interactive interface also includes:
[0020] The interactive interface displays danger level indicator icons, warning halos at the edges of the virtual environment, or highlighted markers of hostile units. This combination of visual elements—danger level icons, warning halos, and highlighted markers—enables highly perceptible danger communication even in tense chase scenarios, allowing players to clearly perceive the level of threat while focusing on driving.
[0021] Furthermore, after rendering the prompt icon representing the hostile unit in the interactive interface, the method further includes:
[0022] The distance information of the enemy unit to the virtual vehicle and the pursuit speed of the enemy unit to the virtual vehicle are obtained. Based on the first movement speed of the virtual vehicle, the distance information and the pursuit speed, the estimated time of impact of the virtual vehicle is determined.
[0023] If the expected time of impact is less than a preset time threshold, a discard prompt control is displayed in the interactive interface. The discard prompt control is used to guide the player to discard the target virtual item.
[0024] By using the above technical solution, the expected time of impact is actively calculated and a discard prompt control is displayed when danger is imminent. This transforms the complex relationship between distance and speed into clear action guidance, preventing players from ignoring the discard operation window due to high pressure and significantly improving the success rate of emergency avoidance.
[0025] Furthermore, if the estimated impact time is less than a preset time threshold, displaying a discard prompt control in the interactive interface includes:
[0026] The discard prompt control is associated with displaying the expected increase in movement speed and the expected change in the time of impact after discarding.
[0027] The above technical solution displays the expected speed increase and the change in hit time after discarding in the discard prompt control, providing players with quantitative decision-making basis, helping to balance the value of discarded items with survival risks, and reducing resource waste caused by trial discarding.
[0028] Furthermore, in response to a discard operation on a target virtual item, the method further includes reducing the weight of the target virtual item, determining the second load information of the virtual vehicle, determining the second moving speed of the virtual vehicle according to a preset weight-speed response strategy, and updating the object information on the interactive interface, and then:
[0029] Based on the updated object information, the prompt icon is updated on the interactive interface, and the prompt icon includes displaying the pursuit speed of the enemy unit;
[0030] If the pursuit speed is greater than the second movement speed of the virtual vehicle, a discard prompt control is displayed in the interactive interface to guide the player to continue the discard operation on the target virtual item.
[0031] In response to the discard operation for a new target virtual item, the third moving speed of the virtual vehicle is obtained based on the weight reduction corresponding to the discarded virtual item, and the object information is updated again in the interactive interface;
[0032] Based on the updated object information, the prompt icon is updated again on the interactive interface;
[0033] Compare the pursuit speed after the second update with the movement speed of the virtual vehicle after the second update. If the pursuit speed after the second update is greater than the movement speed of the virtual vehicle after the second update, repeat the above steps.
[0034] Through the above technical solution, the vehicle speed and the enemy unit's pursuit speed are re-compared after each drop, and a prompt is given repeatedly whether to continue dropping, forming a dynamic escape mechanism. This allows players to gradually build a speed advantage until they successfully escape the threat, increasing the sense of control in dealing with chases.
[0035] Furthermore, the method also includes:
[0036] In response to the virtual vehicle being attacked by the hostile unit, a distress avoidance failure message is displayed in the interactive interface, and the object status of the virtual vehicle is marked as damaged.
[0037] If, before being attacked by the hostile unit, the virtual vehicle's movement speed is greater than the hostile unit's pursuit speed, or if the virtual vehicle escapes the hostile unit's preset detection range, a successful avoidance message will be displayed on the interactive interface, and the virtual vehicle's object status will be marked as safe.
[0038] The above technical solution provides clear status markers and feedback for successful and unsuccessful risk avoidance, helping players understand the results of their actions in real time. Positive feedback when successful can reinforce effective behavior, while feedback when unsuccessful can prompt players to adjust their subsequent resource and route strategies.
[0039] Furthermore, if the risk avoidance is determined to be successful, the remaining virtual items in the virtual vehicle are retained, and a notification and reward details for the additional risk avoidance reward are displayed in the interactive interface.
[0040] If the risk avoidance is deemed unsuccessful, the virtual item drop penalty information or the mission failure settlement interface will be displayed on the interactive interface. The drop penalty information includes the name and quantity of the deducted virtual items and a list of remaining items.
[0041] Linking the outcome of risk avoidance directly to item retention, additional rewards, or drop penalties forces players to make a deep trade-off between carrying more supplies and maintaining mobility and safety, enhancing the game's strategy and replayability.
[0042] Further, the response to the discard operation for the target virtual item, reducing the weight according to the corresponding weight of the target virtual item, includes:
[0043] Acquire historical operation data to determine the maximum load capacity of the virtual vehicle during each successful hazard avoidance in the corresponding threat status information;
[0044] Based on the current total load and the maximum load of the virtual vehicle, determine the recommended discard weight and mark the recommended discard virtual items in the interactive interface;
[0045] In response to a discard operation for the target virtual item, the default information for removing virtual items from the virtual vehicle when the discard command is triggered is modified based on the suggested discarded virtual item.
[0046] By using players' historical success data to deduce suggested discard weights and automatically marking recommended discard items, personalized burden reduction solutions can be provided. This reduces the trial-and-error costs for beginners and allows experienced players to quickly execute the optimal discarding operation in emergency situations.
[0047] Furthermore, the method also includes:
[0048] Obtain players' account historical game data and / or game duration;
[0049] If the player is determined to be in the preset beginner period, a beginner protection icon will be displayed in the interactive interface;
[0050] When risk avoidance fails, a penalty of dropping virtual items is applied according to the newbie deduction ratio, and a newbie protection reduction prompt is displayed on the interactive interface; or...
[0051] The virtual vehicle is given a preset number of attack immunity statuses, and the remaining number of immunity counts and the activation status of the immunity status are displayed in the interactive interface.
[0052] By identifying novice players and providing them with protections such as reduced drop penalties or attack immunity, coupled with clear interface prompts, it can prevent early churn caused by frustration, and gradually teach players the core mechanics in a protected environment, achieving a smooth difficulty transition and better retention.
[0053] A vehicle control and risk management system in a game, comprising:
[0054] The display module is used to display the object identifier and object information of the virtual vehicle, wherein the object information includes the load information and movement speed of the virtual vehicle;
[0055] The control module is used to respond to the user's control operation on the virtual vehicle, control the virtual vehicle to extract virtual items, determine the first moving speed of the virtual vehicle according to the weight of the virtual items and a preset weight-speed response strategy, and update the displayed object information.
[0056] A danger detection module is used to render a warning icon representing the hostile unit on the interactive interface in response to the detection of a hostile unit within a preset range of the virtual vehicle.
[0057] The load reduction module is used to respond to the discard operation of the target virtual item by reducing the weight of the target virtual item, determining the second load information of the virtual vehicle, determining the second moving speed of the virtual vehicle according to the preset weight-speed response strategy, and updating the object information on the interactive interface.
[0058] An electronic device includes a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the above-described method.
[0059] A computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method.
[0060] By employing the above technical solutions, the beneficial effects of the present invention are as follows:
[0061] 1. This application dynamically links virtual load changes with movement speed and refreshes the interface in real time, allowing players to intuitively perceive the impact of load on mobility, thereby making faster strategic adjustments when exploring, collecting, and encountering enemies, and enhancing the immersiveness and tactical depth of virtual vehicle driving;
[0062] 2. When a hostile unit is detected, this application simultaneously acquires and displays the hostile unit's orientation and distance information, enabling players not only to detect threats but also to immediately determine the direction and distance of the threat source, significantly shortening the time required for situational awareness and facilitating the adoption of the correct evasion strategy.
[0063] 3. This application can actively calculate the estimated time of impact and display a discard prompt control when danger is approaching, transforming the complex relationship between distance and speed into clear action guidance, preventing players from ignoring the discard operation window due to high pressure, and significantly improving the success rate of emergency avoidance.
[0064] To make the above and other objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0065] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0066] Figure 1 This is a flowchart of the vehicle control and risk response method in the game according to an embodiment of the present invention;
[0067] Figure 2 This is a flowchart of the steps for detecting hostile units in an embodiment of the present invention;
[0068] Figure 3 This is a schematic diagram of the virtual environment in an embodiment of the present invention;
[0069] Figure 4 This is a schematic diagram of the discard prompt control in an embodiment of the present invention;
[0070] Figure 5 This is a block diagram of the vehicle control and risk response system in the game according to an embodiment of the present invention;
[0071] Figure 6 This is a block diagram of an electronic device in a game according to an embodiment of the present invention.
[0072] The reference numerals in the above attached diagrams are as follows: 1. Scavenger; 2. Instrument panel; 3. Drop prompt control; 10. Environment rendering module; 20. Display module; 30. Control module; 31. Operation detection submodule; 32. Speed calculation submodule; 33. Information refresh submodule; 40. Danger detection module; 41. Orientation and distance detection submodule; 42. Threat status detection submodule; 50. Risk assessment module; 51. Estimated hit time calculation submodule; 52. Drop prompt control generation submodule; 60. Burden reduction module; 61. Drop execution submodule; 62. Status update submodule; 70. Loop response module; 71. Speed comparison submodule; 72. Loop trigger submodule; 73. Exit judgment submodule; 80. Risk avoidance settlement module; 81. Failure settlement submodule; 82. Success settlement submodule; 91. Processor; 92. Memory. Detailed Implementation
[0073] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0074] It should be noted that in the description of this invention, the terms "first," "second," etc., are used only for descriptive purposes and to distinguish similar objects; there is no order between them, nor should they be construed as indicating or implying relative importance. Furthermore, in the description of this invention, unless otherwise stated, "a plurality of" means two or more.
[0075] In survival or resource-gathering games, players typically control a virtual vehicle to move through a virtual environment, collecting virtual items such as supplies, coins, parts, energy blocks, and intelligence documents. They must also contend with hostile entities such as enemy patrol vehicles, AI monsters, opposing players, and turrets. Traditional game design often renders virtual vehicle speed fixed or solely dependent on static factors like the vehicle type and engine level, lacking a real-time, dynamic speed change mechanism directly linked to player actions, especially gathering. This design deficiency leads to a significant technical problem: players lack intuitive, immediate data feedback to support their risk assessments when making resource management decisions. For example, when deciding whether to pick up a heavy supply crate, a player doesn't know the specific impact this extra weight will have on their escape speed, making it impossible to make a strategically optimal decision. This information asymmetry results in player frustration and a loss of strategic depth.
[0076] This invention addresses the aforementioned technical problems by proposing a method for vehicle control and risk management in games. The core of this invention lies in coupling the virtual vehicle's load capacity, movement speed, threat status information of enemy units, and the player's item-dropping behavior together through a preset weight-speed response strategy. This dynamically changing information is then rendered in real-time on the interactive interface using visual elements, creating an information-rich, logically consistent, and highly immersive strategic gaming environment. Players are no longer passive recipients of fixed rules but become tactical commanders capable of perceiving real-time changes in their own status, accurately assessing risks, proactively making decisions, and immediately seeing the effects of those decisions. This design not only enhances the game's immersion and tension but, more importantly, introduces a completely new gameplay dimension and strategic depth.
[0077] The vehicle control and risk response methods provided in this application can be implemented by electronic devices, such as servers, desktop computers, laptops, tablets, mobile phones, smart TVs, etc., or other electronic devices with data processing functions. This application does not specifically limit them.
[0078] like Figure 1 As shown, the vehicle control and risk management method in this application includes the following steps:
[0079] Step S100: Display at least a portion of the virtual environment in the interactive interface. The virtual environment includes at least one virtual vehicle and several virtual items. Specifically, the game engine renders the virtual environment and displays it on the user terminal's interactive interface. The virtual environment can be an open-world map, a post-apocalyptic wasteland city, or a complex alien surface. The virtual vehicle is the core object controlled by the player and can be a truck, boat, or submarine. The virtual items are resources scattered throughout the virtual environment that can be collected by the virtual vehicle, such as supply crates, ores, and technology blueprints. Each virtual item has its own corresponding attributes, including at least a weight attribute, which serves as a parameter affecting the speed of the virtual vehicle. Figure 3 As shown, the virtual environment described in this application is an open sea area, and the virtual vehicle is a scavenging boat 1.
[0080] Step S200: Display the object identifier and object information of the virtual vehicle, the object information including the load information and movement speed of the virtual vehicle.
[0081] An information panel is displayed on the interactive interface, containing the object identifier of the virtual vehicle controlled by the player and dynamically updated object information. The object identifier includes the virtual vehicle icon and / or the vehicle's name. The object information includes at least load information and movement speed. The load information displays the total weight of virtual items acquired by the virtual vehicle, such as cargo hold: 450 / 800KG or load rate: 56%. The movement speed displays the current movement speed of the virtual vehicle, such as airspeed: 120KM / H or speed: 80%. This information can be displayed in the form of numbers, progress bars, dashboards, pie charts, etc., the key being to clearly convey the virtual vehicle's load and movement speed to the player.
[0082] Step S300: In response to the user's control operation on the virtual vehicle, control the virtual vehicle to extract virtual items, determine the first moving speed of the virtual vehicle based on the weight of the virtual items and a preset weight-speed response strategy, and update the displayed object information.
[0083] Players control a virtual vehicle via electronic devices to move near a virtual item and perform a pickup operation. The pickup operation can be initiated by the player clicking a pickup button or by the vehicle automatically collecting the virtual item as it passes by. Once the client or server detects a successful pickup, the system obtains the weight attribute value of the pickuped virtual item and adds this value to the virtual vehicle's current total load capacity.
[0084] The system invokes a preset weight-speed response strategy to calculate the current movement speed based on the virtual vehicle's current total load. This preset weight-speed response strategy is a core calculation module. This strategy defines the functional relationship between the vehicle's total load and movement speed. The strategy model can be a linearly decreasing function: V current =V max -(W total ×K), where V current V represents the current movement speed. max W represents the vehicle's maximum speed when unloaded. total This represents the current total load, and K is a preset deceleration coefficient. For example, V max If the speed is 150 km / h, K is 0.1, and the current total weight is 800 kg, then the speed V = 150 - 80 = 70 km / h.
[0085] In some feasible implementations, the strategy can also be non-linear, for example, by introducing a threshold effect: when the load is below a certain threshold, such as 50% of the total load, the speed decreases slowly to encourage players to collect moderately; while when the load exceeds the threshold, the speed decreases sharply. This non-linear design can create a richer variety of strategic decision points.
[0086] After calculating the new movement speed, we define it as the first movement speed. The client updates the object information displayed in step S200, refreshing the total load and movement speed to the latest values. This process occurs instantly upon picking up the item, providing players with immediate causal feedback. For example, if a player picks up a 50KG virtual item, the load number on the interactive interface will jump upwards, while the pointer on speedometer 2 will swing to the left, dropping from 120KM / H to 105KM / H. This intuitive process allows players to immediately understand the cost of collecting, enabling them to quickly weigh the value and speed of each new item encountered in subsequent gameplay. This solves the technical problem of ambiguous decision-making criteria in existing technologies, elevating the immersion and tactical depth of vehicle driving to a new level.
[0087] In step S400, in response to detecting a hostile unit within a preset range of the virtual vehicle, a prompt icon representing the hostile unit is rendered on the interactive interface.
[0088] The game system will perform range detection centered on the virtual vehicle. A preset detection radius, such as 150 meters, is defined with the center point of the virtual vehicle as the center. When any entity marked as a hostile unit, such as an AI monster, a vehicle driven by an enemy player, or a regional boss, enters this range, a detection event is triggered.
[0089] To provide richer information than existing technologies, the method of this invention not only detects the presence of hostile units but also further acquires their key attributes. Specifically, such as... Figure 2 As shown, step S400 includes step S401: in response to detecting a hostile unit within a preset range of the virtual vehicle, acquiring orientation information and distance information between the hostile unit and the virtual vehicle; rendering a prompt icon representing the orientation information and distance information on the interactive interface.
[0090] Specifically, the orientation information is obtained by calculating the direction vector from the virtual vehicle to the enemy unit. This vector can be converted into an azimuth angle relative to the virtual vehicle's own orientation. For example, if the enemy unit is 30 degrees to the right rear of the virtual vehicle, then the orientation information is 30 degrees to the right rear.
[0091] Distance information acquisition: The system calculates and displays the distance between the virtual vehicle and the hostile unit in real time, for example, the current distance: 128 meters.
[0092] After acquiring orientation and distance information, a prompt is rendered on the interactive interface. In some feasible embodiments, a threat direction indicator is rendered at the edge of the screen. The threat direction indicator is an arrow or arc of light pointing to the location of the enemy unit. Its position is dynamic; as the enemy unit moves, the indicator slides along the edge of the screen, always pointing to the enemy unit's location. In some feasible embodiments, the color or transparency of the arrow can be used to represent distance; for example, a semi-transparent light color for greater distances and an opaque dark color for closer distances. A text label can also be attached next to the arrow, directly displaying the distance value. This design allows players not only to detect threats but also to immediately determine the direction and distance of the threat's source. In escape scenarios, this significantly reduces the time required for situational awareness, allowing players to instinctively perform evasive maneuvers in the opposite direction of the indicator without having to turn their view to find the enemy, avoiding panic and delays in operation.
[0093] Step S402: If the distance between the hostile unit and the virtual vehicle is less than or equal to the preset safe distance, determine the threat status information of the hostile unit to the virtual vehicle, and render a prompt icon representing the threat status information on the interactive interface.
[0094] The system presets a safe distance smaller than the detection range. When the distance between the hostile unit and the virtual vehicle is less than or equal to the safe distance, the system acquires more detailed threat status information. This threat status information includes not only the previous orientation and distance, but also the hostile unit's pursuit speed towards the virtual vehicle.
[0095] Pursuit speed acquisition: The system reads the current movement speed attribute of the enemy unit entity. If the enemy unit is moving towards the virtual vehicle, then this speed is its pursuit speed. The system can calculate the projected component of the enemy unit's speed along the line connecting the two to obtain a more accurate approach rate.
[0096] After obtaining the distance, orientation, and pursuit speed, the system will render a more advanced threat status indicator on the interactive interface. This can include one or more of the following forms combined:
[0097] Render danger level indicator icons in the interactive interface: for example, render a flashing red skull or exclamation mark icon in the center of the screen, and the flashing frequency can be increased as the distance decreases.
[0098] Render warning halos at the edges of the virtual environment: Overlay a dynamic, pulsating red or dark halo effect on the four edges of the screen or the entire edge of the image.
[0099] Highlight enemy units in the interactive interface: Overlay a layer of bright outline light that penetrates obstacles onto the actual model of the enemy unit, allowing players to clearly lock onto targets even in the chaos of the battlefield.
[0100] In some feasible implementations, the system displays the pursuit speed of the enemy unit alongside the player's current movement speed. For example, next to the player's speed of 70 km / h, a red enemy unit speed indicator appears: enemy speed: 95 km / h. This allows the player to intuitively obtain pursuit information. This avoids blind decisions or misjudgments caused by insufficient information, forcing the player to consider alternative strategies beyond simply fleeing.
[0101] After confirming the information of the hostile unit, this method further includes step S403: obtaining the distance information and pursuit speed of the hostile unit to the virtual vehicle, and determining the estimated time of impact of the virtual vehicle based on the virtual vehicle's first movement speed, distance information, and pursuit speed. That is, the system performs a risk assessment calculation. Assume the current distance is D, and the player's current first movement speed is V. player The enemy's pursuit speed is V. enemy And V enemy >V player Then the relative approach speed between the two is V. relative =V enemy -V player Expected impact time T hit =D / V relative For example, if the distance D is 100 meters, the player's speed is 19.4 m / s, the enemy's speed is 26.4 m / s, and the relative speed is 7 m / s, then T hit =100 / 7≈14.3 seconds.
[0102] Step S404: If the expected impact time is less than a preset time threshold, such as... Figure 4 As shown, a discard prompt control 3 is displayed in the interactive interface. The discard prompt control 3 is used to guide the player to discard the target virtual item.
[0103] The system presets a time threshold, such as 15 seconds or 10 seconds. When the calculated T... hit When the time threshold is reached, it means that, given the current situation, the player will be caught up and attacked within a short period. At this point, the interactive interface will proactively display a drop prompt control 3. The drop prompt control 3 is not a simple static prompt, but an intelligent interactive component that integrates information display, decision quantification, and operation entry.
[0104] In some feasible embodiments, the discard prompt control 3 will display the expected increase in movement speed and the expected change in hit time after discarding the item. To calculate these estimates, the system will quickly iterate through the list of currently loaded items in the virtual vehicle's cargo hold and apply the inverse operation of the weight-speed response strategy or a preset correspondence table to calculate the total weight reduction W if item A is discarded. A The speed will increase ΔV A And the new hit time T hitnew The result is then displayed on the drop prompt control 3, showing one or more options. For example, the drop prompt control 3 could display a button that reads: Drop 20KG of heavy ore; Speed: 70→78KM / H; Countdown to being hit: 14.3s→22.5s. Alternatively, a slider or selection list could be provided, allowing the player to select the combination of items they want to drop, and the drop prompt control 3 would calculate the result of dropping the combination in real time.
[0105] The above design transforms the complex relationships between distance, speed, and weight into clear, quantifiable action guidelines. Players no longer need to mentally calculate complex mathematical relationships under pressure. The system has already completed all calculations and presented them in the most intuitive form of speed increases and time changes. This not only improves the success rate of emergency avoidance but also reduces the cognitive load on players, making tactical decision-making a pleasure rather than a burden.
[0106] In step S500, in response to the discard operation for the target virtual item, the weight of the target virtual item is reduced, the second load information of the virtual vehicle is determined, the second moving speed of the virtual vehicle is determined according to the preset weight-speed response strategy, and the object information is updated on the interactive interface.
[0107] Players can confirm the discarding of one or more target virtual items by clicking the discard prompt control 3 or dragging items to the discard area. Upon receiving this instruction, the system removes these items from the vehicle's item container data and generates a drop model of these items in the virtual environment to provide visual feedback. Simultaneously, the system updates the total load capacity to the second load capacity information and recalculates the speed to obtain the second movement speed. All relevant information on the interactive interface, including load capacity, speed, and estimated hit time, will be updated accordingly.
[0108] Step S600: Based on the updated object information, update the prompt indicator on the interactive interface and determine whether to enter the loop guidance. That is, the discard operation is a continuous, dynamically adjusted process until the player is completely out of danger.
[0109] The specific implementation is as follows: After completing a drop and updating the speed, the system will again obtain the enemy unit's pursuit speed. The system compares the updated pursuit speed with the virtual vehicle's second movement speed. If the pursuit speed is still greater than the vehicle's second movement speed, it means that one drop is insufficient to establish a speed advantage. At this time, the system will again display the drop prompt control 3 in the interactive interface to guide the player to continue the drop operation for the new target virtual item. The player responds to this prompt and performs the drop operation again. The system then calculates the third movement speed based on the new dropped item and updates the object information and prompt indicator again.
[0110] The above steps form a loop: calculate danger, pop up a guide, the player discards, the status is refreshed, compare again, and if it's still dangerous, guide again. This loop continues until the exit condition is met. The exit condition is usually one of the following two:
[0111] Condition 1: If the movement speed of the virtual vehicle is greater than the pursuit speed of the enemy unit, the distance between the two sides will gradually increase, and the threat will be eliminated.
[0112] Condition two: The virtual vehicle successfully escapes the pre-defined detection range of the enemy unit. At this point, regardless of speed, it is considered an escape. This cyclical mechanism creates a dynamic escape strategy of reducing load while running, giving the player complete control. Players must make continuous choices between preserving supplies and ensuring safety. Each discard is a micro-decision; players can gradually increase the amount discarded, aiming to stop discarding just as they surpass the enemy's speed, maximizing survival at the lowest possible cost. This mechanism greatly enhances the sense of control and engagement during chases.
[0113] In step S700, in response to the virtual vehicle being attacked by the hostile unit, a distress avoidance failure message is displayed on the interactive interface, and the object status of the virtual vehicle is marked as damaged; if the virtual vehicle's movement speed was greater than the hostile unit's pursuit speed before being attacked by the hostile unit, or if the virtual vehicle escaped the hostile unit's preset judgment range, a distress avoidance success message is displayed on the interactive interface, and the object status of the virtual vehicle is marked as safe.
[0114] If a player makes a poor decision or fails to gain a speed advantage by discarding items in time, allowing enemy units to catch up with the virtual vehicle and trigger an attack, the system will determine that the evasion attempt has failed. A failure message will pop up on the screen.
[0115] Simultaneously, the virtual vehicle's object status is marked as damaged by the system. Damage may result in negative effects such as permanent speed reduction and cargo hold capacity loss. The system will also perform a penalty settlement, displaying virtual item drop penalty information in the interface. This penalty information includes the name and quantity of the deducted virtual items and a list of remaining items. For example, Energy Crystal ×5, Advanced Alloy ×3. Remaining resources: Basic Parts ×12.
[0116] If the player's discarding strategy works, successfully achieving a speed reversal or distance escape before being hit, the system determines that the avoidance was successful.
[0117] In some feasible implementations, if the avoidance of danger is deemed successful, the system will execute additional reward settlement. In addition to retaining the remaining virtual items in the virtual vehicle, the system will also display a notification and reward details on the interactive interface. For example, based on factors such as the remaining time after escaping danger and the value of lost items, the system calculates an avoidance rating and awards additional experience points, exclusive currency, or honorary titles accordingly. This mechanism elevates successful avoidance from a simple loss-mitigation behavior to a goal that can be actively pursued for profit. It prompts players to deeply weigh the trade-off between carrying more resources and maintaining mobility and safety, greatly enhancing the game's strategic depth and replayability.
[0118] In some feasible embodiments, step S500 is further optimized by recording and analyzing the player's historical operation data. After each evasion attempt, the system records key snapshot data, including but not limited to: the type and pursuit speed of the enemy unit, the player's vehicle type at the time, a list and weight of all loaded items, and the final evasion result. This data is stored in the player's profile locally or on a server.
[0119] When encountering a similar threat situation again (e.g., an enemy of the same type and similar speed), the system will execute the following sub-steps:
[0120] The system retrieves historical operational data to determine the maximum payload of the virtual vehicle during each successful evasion attempt, within the corresponding threat status information. It then filters the database to find all records of successful evasion attempts by the same vehicle against hostile units of similar strength. Finally, it identifies the maximum total payload of the player's vehicle among these successful cases.
[0121] Based on the virtual vehicle's current total load and maximum load, the recommended discard weight is determined. This indicates that the player is currently overweight and needs to discard at least this much weight of items to achieve the experience state of a successful escape in the past.
[0122] After calculating the recommended weight to discard, the system will mark the virtual items that are recommended to be discarded in the interactive interface.
[0123] When a player discards a target virtual item, if the player clicks the "Accept Suggestion" button, the system will automatically modify the default information for removing virtual items from the virtual vehicle when the discard command is triggered, based on these virtual items marked as recommended for discarding. In other words, it will select them in batches and prepare them for discarding, and the player only needs to confirm once.
[0124] This intelligent suggestion mechanism, based on historical success data, provides an extremely personalized and burden-reducing solution. It allows players to focus on broader battle command, significantly reducing the trial-and-error costs of manual calculations and selections, and minimizing the regret of discarding critical resources in emergency situations due to panic.
[0125] This method also includes a new player protection mechanism, namely, the method further includes step S800, obtaining the player's account historical game data and / or game duration;
[0126] If the player is determined to be in the preset beginner period, a beginner protection icon will be displayed in the interactive interface;
[0127] When risk avoidance fails, a penalty of dropping virtual items is applied according to the newbie deduction ratio, and a newbie protection reduction prompt is displayed on the interactive interface; or...
[0128] The virtual vehicle is given a preset number of attack immunity statuses, and the remaining number of immunity counts and the activation status of the immunity status are displayed in the interactive interface.
[0129] New player protection measures prevent player churn caused by early frustration and provide new players with valuable time to learn and adapt.
[0130] This application also discloses a vehicle control and risk management system in a game, such as Figure 5 As shown, the system includes:
[0131] The environment rendering module 10 is used to display at least a portion of the virtual environment in the interactive interface, the virtual environment including at least one virtual vehicle and several virtual items.
[0132] Specifically, the environment rendering module 10 calls the game engine to render a virtual environment and outputs it to the user terminal's interactive interface. The virtual environment includes, but is not limited to, open-world maps, post-apocalyptic cities, or complex alien surfaces. The virtual vehicles are the core objects controlled by the player, including, but not limited to, trucks, ships, or submarines. The virtual items are resources scattered throughout the virtual environment that can be collected by the virtual vehicles, including, but not limited to, supply boxes, ores, and technology blueprints. Each virtual item has its own corresponding attributes, including at least a weight attribute, which serves as a parameter affecting the virtual vehicle's movement speed.
[0133] Display module 20 is used to display the object identifier and object information of the virtual vehicle, the object information including the load information and movement speed of the virtual vehicle.
[0134] The display module 20 renders an information panel on the interactive interface. The information panel contains the object identifier of the virtual vehicle controlled by the player and dynamically updated object information. The object identifier includes a virtual vehicle icon and / or the vehicle's name; the load information displays the total weight of virtual items acquired by the virtual vehicle, and its display format includes, but is not limited to, numerical values; the movement speed displays the current movement speed of the virtual vehicle, and its display format includes, but is not limited to, numbers, a dashboard 2, or a progress bar.
[0135] The display module 20 is also used to dynamically refresh the object information in subsequent processes to ensure that the load information and movement speed always reflect the latest status of the virtual vehicle.
[0136] The control module 30 is used to respond to the user's control operation on the virtual vehicle, control the virtual vehicle to extract virtual items, determine the first moving speed of the virtual vehicle according to the weight of the virtual items and a preset weight-speed response strategy, and update the displayed object information.
[0137] Specifically, the control module includes:
[0138] The operation detection submodule 31 is used to detect extraction operations triggered by the player. These extraction operations include, but are not limited to, the player clicking the pick-up button on the interactive interface or the virtual vehicle automatically triggering collection when it passes over a virtual item. Upon successful detection of an extraction operation, the operation detection submodule 31 obtains the weight attribute value of the extracted virtual item and adds this weight attribute value to the current total load capacity of the virtual vehicle.
[0139] The speed calculation submodule 32 has a built-in preset weight-speed response strategy for calculating the current movement speed based on the virtual vehicle's current total load. The weight-speed response strategy defines the functional relationship between the vehicle's total load and its movement speed. In one embodiment, this strategy is a linearly decreasing function: V current =V max -(W total ×K), where V current V represents the current movement speed. max W represents the vehicle's maximum speed when unloaded. total This represents the current total load, and K is a preset deceleration coefficient. For example, V max Given a speed of 150 km / h, a K value of 0.1, and a current total weight of 800 kg, the speed V = 150 - 80 = 70 km / h. In another implementation, this strategy is a non-linear function that introduces a threshold effect: when the load is below a preset threshold (50% of the total load), the speed deceleration rate is relatively slow; when the load exceeds the preset threshold, the speed deceleration rate accelerates sharply.
[0140] The information refresh submodule 33 is used to notify the display module to update the object information after calculating the first movement speed, so as to realize the instant refresh of the load number and speed indication, and provide the player with instant causal feedback.
[0141] The danger detection module 40 is used to render a warning label representing the hostile unit on the interactive interface in response to the detection of a hostile unit within a preset range of the virtual vehicle.
[0142] The danger detection module 40 performs range detection based on a preset detection radius, such as 150 meters, with the center point of the virtual vehicle as the center. When any entity marked as a hostile unit enters this detection range, a detection event is triggered. The hostile units include, but are not limited to, AI monsters, vehicles driven by enemy players, and area bosses. The danger detection module 40 further includes:
[0143] The orientation and distance detection submodule 41 is used to acquire the orientation and distance information between the hostile unit and the virtual vehicle, and to render a prompt icon representing the orientation and distance information on the interactive interface. The orientation information is obtained by calculating the direction vector from the virtual vehicle to the hostile unit and converting it into an azimuth angle relative to the virtual vehicle's own orientation; the distance information is obtained by calculating the spatial distance between the virtual vehicle and the hostile unit in real time. The prompt icon includes, but is not limited to: a threat direction indicator rendered at the edge of the screen, the position of which dynamically slides along the screen edge as the hostile unit moves; the color and / or transparency of the indicator is used to represent the distance.
[0144] The threat status detection submodule 42 is used to determine the threat status information of the hostile unit to the virtual vehicle when the distance between the hostile unit and the virtual vehicle is less than or equal to a preset safe distance, and to render a prompt icon representing the threat status information on the interactive interface. The threat status information includes at least: orientation information, distance information, and the pursuit speed of the hostile unit towards the virtual vehicle. The pursuit speed is obtained by reading the current movement speed attribute of the hostile unit entity and calculating the projection component of that speed along the line connecting the two. The prompt icon for the threat status information includes at least one of the following forms: rendering a flashing danger level indicator icon in the center of the interactive interface; overlaying a dynamically pulsating warning halo at the edge of the virtual environment; overlaying a bright outline light visible through obstacles on the hostile unit model; or displaying it alongside the pursuit speed of the hostile unit and the current movement speed of the virtual vehicle.
[0145] The risk assessment module 50 is used to obtain the distance information and pursuit speed of the hostile unit to the virtual vehicle, and to determine the expected time of impact of the virtual vehicle based on the current movement speed of the virtual vehicle, the distance information and the pursuit speed; and, when the expected time of impact is less than a preset time threshold, to display a drop prompt control 3 in the interactive interface.
[0146] Specifically, the risk assessment module 50 includes:
[0147] The estimated attack time calculation submodule 51 is used to perform risk assessment calculations. When the enemy unit's pursuit speed V... enemy Greater than the current moving speed V of the virtual vehicle player At that time, calculate the relative approach velocity V relative =V enemy -V player And calculate the estimated time to impact T based on the current distance D. hit =D / V relative ;
[0148] The discard prompt control generation submodule 52 is used to actively pop up a discard prompt control 3 in the interactive interface when Thit is less than a preset time threshold, such as 10 seconds or 15 seconds. In one feasible implementation, the discard prompt control 3 is associated with displaying the expected increase in movement speed and the expected change in hit time after discarding. The discard prompt control generation submodule 52 traverses the list of currently loaded items in the cargo hold of the virtual vehicle, applies the inverse operation of the weight-speed response strategy or a preset correspondence table, and calculates the speed increase ΔV and the new expected hit time T after discarding a specific item. hitnewThe system displays one or more options on the discard prompt control 3. For example, the discard prompt control 3 displays a button labeled: Discard 20KG of heavy ore, speed: 70→78KM / H, countdown timer: 14.3s→22.5s. Alternatively, it provides a slider or selection list for players to select combinations of items to discard, and the discard prompt control 3 calculates and displays the estimated results after discarding the combinations in real time.
[0149] The load reduction module 60 is used to respond to the discard operation of the target virtual item, reduce the weight according to the weight of the target virtual item, determine the second load information of the virtual vehicle, determine the second moving speed of the virtual vehicle according to the preset weight-speed response strategy, and update the object information on the interactive interface.
[0150] Specifically, the load reduction module includes:
[0151] The discard execution submodule 61 is used to receive discard operation instructions from the player. The discard operation includes, but is not limited to: clicking the confirmation button on the discard prompt control 3, dragging the item icon to the discard area, or clicking the one-click adoption suggestion button. In response to the discard operation, the discard execution submodule 61 removes the target virtual item from the item container data of the virtual vehicle and generates a corresponding drop model in the virtual environment to provide visual feedback.
[0152] The status update submodule 62 is used to update the total load of the virtual vehicle to the second load information after removing the target virtual item, call the weight-speed response strategy to recalculate the movement speed, obtain the second movement speed, and notify the display module to refresh the load information, movement speed, and estimated hit time and other related information on the interactive interface.
[0153] The loop response module 70 is used to update the prompt label on the interactive interface based on the updated object information and determine whether to enter the loop guidance.
[0154] Specifically, the loop guidance module 70 includes:
[0155] The speed comparison submodule 71 is used to obtain the pursuit speed of the enemy unit again after completing a drop and speed update, and compare the updated pursuit speed with the current movement speed of the virtual vehicle, such as the second movement speed.
[0156] The loop trigger submodule 72 is used to, when the pursuit speed is still greater than the current movement speed of the virtual vehicle, call the risk assessment module 50 and the discard prompt control generation submodule 52 again to redisplay the discard prompt control 3 in the interactive interface, so as to guide the player to continue to discard the new target virtual item; in response to the player's discard operation again, the burden reduction module is called to calculate the third movement speed, and the object information and prompt label are updated again. The loop continues to execute until the exit condition is met.
[0157] The exit determination submodule 73 is used to determine whether the following exit conditions are met: the movement speed of the virtual vehicle is greater than the pursuit speed of the enemy unit, or the virtual vehicle successfully escapes the preset determination range of the enemy unit. When either condition is met, the loop guidance is terminated.
[0158] The risk avoidance settlement module 80 is used to respond to the virtual vehicle being attacked by the hostile unit by displaying a risk avoidance failure prompt message on the interactive interface and marking the object status of the virtual vehicle as damaged; and if the virtual vehicle's movement speed is greater than the hostile unit's pursuit speed before being attacked, or if the virtual vehicle leaves the hostile unit's preset judgment range, it displays a risk avoidance success prompt message on the interactive interface and marks the object status of the virtual vehicle as safe.
[0159] Specifically, the risk-averse settlement module 80 includes:
[0160] The failure settlement submodule 81 is used to determine that the avoidance has failed when the hostile unit catches up with the virtual vehicle and triggers an attack judgment. The failure settlement submodule 81 displays a failure prompt on the interactive interface; marks the object status of the virtual vehicle as damaged; and performs a penalty settlement, displaying virtual item drop penalty information on the interactive interface. The drop penalty information includes the name, quantity, and remaining item list of the deducted virtual items. The damaged state includes, but is not limited to, negative effects such as permanent speed reduction and cargo hold capacity loss.
[0161] The successful settlement submodule 82 is used to display a successful risk avoidance message on the interactive interface when the risk avoidance is determined to be successful. In one feasible implementation, the successful settlement submodule 82 is also used to perform additional reward settlement: based on factors such as the remaining time after escaping danger and the value of discarded items, a risk avoidance evaluation is calculated, and additional experience points, exclusive currency, or honorary titles are issued according to the risk avoidance evaluation. The issuance prompt and reward content of the additional risk avoidance reward are displayed on the interactive interface.
[0162] This disclosure also provides an electronic device, such as... Figure 6As shown, the electronic device includes a processor 91 and a memory 92. The memory 92 stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the vehicle control and risk response methods in the game described above.
[0163] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned vehicle control and risk response methods in the game. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0164] Specific embodiments have been used to illustrate the principles and implementation methods of this invention. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this invention. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this invention. Therefore, the content of this specification should not be construed as a limitation of this invention.
Claims
1. A method for vehicle control and risk management in a game, characterized in that, Displaying at least a portion of a virtual environment in an interactive interface, the virtual environment including at least one virtual vehicle and several virtual item items, the method comprising: Display the object identifier and object information of the virtual vehicle, the object information including the load information and movement speed of the virtual vehicle; In response to the user's control operation on the virtual vehicle, the virtual vehicle is controlled to extract virtual items, and the first moving speed of the virtual vehicle is determined according to the weight of the virtual items and a preset weight-speed response strategy, and the object information is updated and displayed. In response to the detection of a hostile unit within a preset range of the virtual vehicle, a prompt icon representing the hostile unit is rendered on the interactive interface. In response to a drop operation on a target virtual item, the weight of the target virtual item is reduced, and the second load information of the virtual vehicle is determined. According to a preset weight-speed response strategy, the second moving speed of the virtual vehicle is determined, and the object information is updated on the interactive interface.
2. The vehicle control and risk management method in the game as described in claim 1, characterized in that, The response to detecting a hostile unit within a preset range of the virtual vehicle, rendering a prompt icon representing the hostile unit on the interactive interface, includes: In response to the detection of a hostile unit within a preset range of the virtual vehicle, the orientation and distance information between the hostile unit and the virtual vehicle are obtained; The interactive interface renders prompts that represent the orientation and distance information.
3. The vehicle control and risk management method in the game as described in claim 2, characterized in that, The method further includes: If the distance between the hostile unit and the virtual vehicle is less than or equal to a preset safe distance, the threat status information of the hostile unit to the virtual vehicle is determined. The threat status information includes the pursuit speed of the hostile unit to the virtual vehicle, as well as the orientation information and distance information. The interactive interface displays a prompt icon that represents the threat status information.
4. The vehicle control and risk management method in the game as described in claim 3, characterized in that, The step of rendering a prompt icon representing the hostile unit in the interactive interface further includes: The interactive interface renders a danger level indicator icon, or renders a warning halo at the edge of the virtual environment, or renders a highlighted mark of the hostile unit in the interactive interface.
5. The vehicle control and risk management method in the game as described in claim 1, characterized in that, After rendering the prompt icon representing the hostile unit in the interactive interface, the process further includes: The distance information of the enemy unit to the virtual vehicle and the pursuit speed of the enemy unit to the virtual vehicle are obtained. Based on the first movement speed of the virtual vehicle, the distance information and the pursuit speed, the estimated time of impact of the virtual vehicle is determined. If the expected time of impact is less than a preset time threshold, a discard prompt control is displayed in the interactive interface. The discard prompt control is used to guide the player to discard the target virtual item.
6. The vehicle control and risk management method in the game as described in claim 5, characterized in that, If the estimated impact time is less than a preset time threshold, a discard prompt control will be displayed in the interactive interface, including: The discard prompt control is associated with displaying the expected increase in movement speed and the expected change in the time of impact after discarding.
7. The vehicle control and risk management method in a game as described in claim 1, characterized in that, The response to the discard operation on the target virtual item, after reducing the weight corresponding to the target virtual item, determining the second load information of the virtual vehicle, determining the second moving speed of the virtual vehicle according to a preset weight-speed response strategy, and updating the object information on the interactive interface, further includes: Based on the updated object information, the prompt icon is updated on the interactive interface, and the prompt icon includes displaying the pursuit speed of the enemy unit; If the pursuit speed is greater than the second movement speed of the virtual vehicle, a discard prompt control is displayed in the interactive interface to guide the player to continue the discard operation on the target virtual item. In response to the discard operation for a new target virtual item, the third moving speed of the virtual vehicle is obtained based on the weight reduction corresponding to the discarded virtual item, and the object information is updated again in the interactive interface; Based on the updated object information, the prompt icon is updated again on the interactive interface; Compare the pursuit speed after the second update with the movement speed of the virtual vehicle after the second update. If the pursuit speed after the second update is greater than the movement speed of the virtual vehicle after the second update, repeat the above steps.
8. The vehicle control and risk management method in a game as described in claim 1, characterized in that, The method further includes: In response to the virtual vehicle being attacked by the hostile unit, a distress avoidance failure message is displayed in the interactive interface, and the object status of the virtual vehicle is marked as damaged. If, before being attacked by the hostile unit, the virtual vehicle's movement speed is greater than the hostile unit's pursuit speed, or if the virtual vehicle escapes the hostile unit's preset detection range, a successful avoidance message will be displayed on the interactive interface, and the virtual vehicle's object status will be marked as safe.
9. The vehicle control and risk management method in a game as described in claim 8, characterized in that, If the risk avoidance is determined to be successful, the remaining virtual items in the virtual vehicle will be retained, and a notification and reward details for the additional risk avoidance reward will be displayed in the interactive interface. If the risk avoidance is deemed unsuccessful, the virtual item drop penalty information or the mission failure settlement interface will be displayed on the interactive interface. The drop penalty information includes the name and quantity of the deducted virtual items and a list of remaining items.
10. The vehicle control and risk management method in a game as described in claim 3, characterized in that, The response to the discard operation for the target virtual item, reducing the weight according to the corresponding weight of the target virtual item, includes: Acquire historical operation data to determine the maximum load capacity of the virtual vehicle during each successful hazard avoidance in the corresponding threat status information; Based on the current total load and the maximum load of the virtual vehicle, determine the recommended discard weight and mark the recommended discard virtual items in the interactive interface; In response to a discard operation for the target virtual item, the default information for removing virtual items from the virtual vehicle when the discard command is triggered is modified based on the suggested discarded virtual item.
11. The vehicle control and risk management method in a game as described in claim 9, characterized in that, The method further includes: Obtain players' account historical game data and / or game duration; If the player is determined to be in the preset beginner period, a beginner protection icon will be displayed in the interactive interface; When risk avoidance fails, a penalty of dropping virtual items is applied according to the newbie deduction ratio, and a newbie protection reduction prompt is displayed on the interactive interface; or... The virtual vehicle is given a preset number of attack immunity statuses, and the remaining number of immunity counts and the activation status of the immunity status are displayed in the interactive interface.
12. A vehicle control and risk management system in a game, characterized in that, include: The display module is used to display the object identifier and object information of the virtual vehicle, wherein the object information includes the load information and movement speed of the virtual vehicle; The control module is used to respond to the user's control operation on the virtual vehicle, control the virtual vehicle to extract virtual items, determine the first moving speed of the virtual vehicle according to the weight of the virtual items and a preset weight-speed response strategy, and update the displayed object information. A danger detection module is used to render a warning icon representing the hostile unit on the interactive interface in response to the detection of a hostile unit within a preset range of the virtual vehicle. The load reduction module is used to respond to the discard operation of the target virtual item by reducing the weight of the target virtual item, determining the second load information of the virtual vehicle, determining the second moving speed of the virtual vehicle according to the preset weight-speed response strategy, and updating the object information on the interactive interface.
13. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the method as described in any one of claims 1-11.
14. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method as described in any one of claims 1-11.
