Game team-based battle assistance method, device and computer program product

By introducing game team-based combat assistance methods in multiplayer battle games, users can decide to launch attacks or reinforcements when teammates are captured, solving the problem of poor game experience and improving team collaboration experience and game satisfaction.

CN118286700BActive Publication Date: 2025-02-21YIDIAN LINGXI INFORMATION TECHNOLOGY (GUANGZHOU) CO LTD
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Patent Information

Application Number
CN202410175698.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-02-07
Publication Date
2025-02-21
Estimated Expiration
2044-02-07

AI Technical Summary

Technical Problem

In multiplayer battle games, when the user's teammate's stronghold is captured by the enemy, it is difficult for the user to assist the teammates, resulting in poor game experience.

Method used

A game team-based approach to combat assistance is provided, allowing users to decide whether to attack enemy users who are capturing their strongholds and reinforce if necessary by displaying selection controls in the game graphical user interface.

Benefits of technology

Through this method, users can effectively assist teammates in counterattack, improve team collaboration experience, enrich game content and improve user game satisfaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a battle assistance method, device and computer program product based on a game team, the method comprising: displaying a game graphical user interface of a first user; displaying a first selection control on the game graphical user interface; wherein the first selection control is used to determine whether the first user launches an attack on a third user when a first base of a second user is captured by a third user; wherein the second user and the first user belong to the same game team; in response to the first user triggering the first selection control, displaying on the game graphical user interface: the third virtual character of the third user is locked in a first plot of a first game scene, and the first virtual character of the first user is located in a target plot of the first game scene; wherein the target plot is a plot that enables the first virtual character to engage in a first battle with the third virtual character; and displaying the battle result of the first battle on the game graphical user interface.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of electronic information technology, and more specifically, to a game team-based battle assistance method, device, and computer program product. Background Art

[0002] At present, multiplayer games have become the mainstream of current games. In multiplayer games, users can team up with other users to fight together, or users can also fight against other users. Generally speaking, some strategy battle games can set up different game scenes. The plots in these game scenes can be occupied by users and set as strongholds. Users can control their virtual characters to fight from the strongholds. However, when the stronghold of a user's teammate is captured by other users, other users evacuate quickly, and it is difficult for users to assist their teammates, resulting in a poor gaming experience. Summary of the invention

[0003] One purpose of the embodiments of the present disclosure is to provide a new technical solution for game team-based battle assistance.

[0004] According to a first aspect of the present disclosure, a game team-based battle assistance method is provided, the method comprising:

[0005] displaying a game graphical user interface for a first user;

[0006] A first selection control is displayed on the game graphical user interface; wherein the first selection control is used to determine whether the first user initiates an attack on the third user when the first base of the second user is captured by the third user; wherein the second user and the first user belong to the same game team;

[0007] In response to the first user triggering the first selection control, the game graphical user interface displays: the third virtual character of the third user is locked in the first plot of the first game scene, and the first virtual character of the first user is located in the target plot of the first game scene; wherein the target plot is a plot that enables the first virtual character to have a first battle with the third virtual character;

[0008] The battle result of the first battle is displayed on the game graphical user interface.

[0009] Optionally, a moving speed of the first virtual character in the first game scene is greater than a moving speed based on a character attribute of the first virtual character.

[0010] Optionally, the method further comprises:

[0011] In response to the first user switching the current second game scene to the first game scene, displaying the evacuation route of the third user on the game graphical user interface; wherein the evacuation route indicates that the third virtual character of the third user moves to the second plot in the first game scene indicated by the third user;

[0012] The first selection control for launching an attack against the third user is canceled.

[0013] Optionally, the second plot includes the third plot set in the first game scene and the second stronghold; wherein the second stronghold is the plot occupied by the third user in the first game scene, and the third plot is the entrance for switching from the first game scene to the third game scene.

[0014] Optionally, the first stronghold is a plot of land occupied by the second user in the first game scene, the third user launches an attack on the first stronghold at a plot adjacent to the first stronghold, and the target plot is a plot adjacent to the first plot.

[0015] Optionally, the third user obtains a first amount of the first game resource held by the second user after capturing the first stronghold;

[0016] Based on the first user winning the first battle, the game graphical user interface displays that the first user obtains a second game resource, and displays a second amount of the first game resource returned to the second user; wherein the first game resource and the second game resource correspond to different game resource types, and the second amount is less than or equal to the first amount.

[0017] Optionally, the method further comprises:

[0018] A second selection control is displayed on the game graphical user interface; wherein the second selection control is used to determine whether the first user initiates reinforcement to the second user when the first base of the second user is attacked by a third user

[0019] In response to the first user triggering a second selection control, determining that the second user and the first user have a first social relationship belonging to a first game team;

[0020] An interface display for reinforcement interaction based on a first reinforcement mode; wherein, the first reinforcement mode matches the first social relationship, the first reinforcement mode and the second reinforcement mode matched with the second social relationship are different reinforcement modes, and the second social relationship is a relationship that does not belong to the same game team.

[0021] Optionally, the method further comprises:

[0022] When the second battle in which the second user's first base is attacked by the third user ends, the attribute consumption of the first user's first virtual character and the battle reward of the first user are displayed; wherein the attribute consumption is negatively correlated with the number of users of the first game team near the first base.

[0023] According to a second aspect of the present disclosure, a game team-based battle assistance device is also provided, comprising:

[0024] An interface display module, used to display a game graphical user interface for a first user;

[0025] a control display module, used to display a first selection control in the game graphical user interface; wherein the first selection control is used to determine whether the first user launches an attack on the third user when the first base of the second user is captured by the third user; wherein the second user and the first user belong to the same game team;

[0026] a scene display module, configured to display, in response to the first user triggering the first selection control, on the game graphical user interface: the third virtual character of the third user is locked in the first plot of the first game scene, and the first virtual character of the first user is located in the target plot of the first game scene; wherein the target plot is a plot that enables the first virtual character to have a first battle with the third virtual character;

[0027] A result display module is used to display the result of the first battle on the game graphical user interface.

[0028] According to a third aspect of the present disclosure, a computer program product is further provided, including a computer program, which, when executed by a processor, implements the steps of the game team-based battle assistance method described in any one of the first aspects.

[0029] One beneficial effect of the disclosed embodiments is that, when the first stronghold of the second user is captured, the first user as a team member of the second user can trigger the corresponding first selection control in the game graphical user interface, so that the third virtual character of the third user who captured the first stronghold is locked at the first plot, and the first virtual character of the first user can move to the target plot and initiate a battle with the third user at the first plot to assist the second user in counterattacking the third user, thereby providing more forms of interfaces for team assistance, thereby enriching the content of the game and improving the user's gaming experience.

[0030] Features and advantages of the embodiments of the present specification will become apparent from the following detailed description of exemplary embodiments of the present specification with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0031] The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the specification and, together with the description, serve to explain the principles of the embodiments of the specification.

[0032] Figure 1 A schematic diagram of the hardware structure of an electronic device that can be used to implement the game team-based battle assistance method according to an embodiment of the present disclosure is shown;

[0033] Figure 2 A schematic flow chart of a game team-based battle assistance method according to some embodiments is shown;

[0034] Figure 3 A schematic diagram showing a first game scene according to some embodiments;

[0035] Figure 4 A schematic diagram of the structure of a game team-based battle assistance device according to some embodiments is shown;

[0036] Figure 5 A schematic diagram of the hardware structure of an electronic device according to some embodiments is shown. DETAILED DESCRIPTION

[0037] Various exemplary embodiments of the present specification will now be described in detail with reference to the accompanying drawings.

[0038] The following description of at least one exemplary embodiment is merely illustrative in nature and is in no way intended to limit the embodiments of the present specification and its application or uses.

[0039] It should be noted that like reference numerals and letters refer to similar items in the following figures, and therefore, once an item is defined in one figure, it need not be further discussed in subsequent figures.

[0040] It should be noted that all actions of acquiring signals, information or data in the embodiments of the present disclosure are performed in compliance with the corresponding data protection laws and policies of the country where the device is located, and with the authorization given by the owner of the corresponding device.

[0041] The disclosed embodiments provide a new game team-based battle assistance solution, which allows users to join a game team. When a teammate in the game team is captured by other users, the user can lock on to other users who are evacuating and launch a counterattack against other users. In terms of team assistance, more forms of interfaces are provided, thereby enriching the content of the game, improving the strategy of the game, and increasing the gaming pleasure of the users.

[0042] Figure 1A schematic diagram of the hardware structure of an electronic device that can be used to implement the game team-based battle assistance method according to an embodiment of the present disclosure is shown.

[0043] The electronic device 1000 is a device capable of running a game, and the game may be a local application installed on the electronic device, or a web game, a light application, or a small program, etc., which is not limited here. The electronic device 1000 may be a mobile phone, a tablet computer, a PC, etc., which is not limited here.

[0044] like Figure 1 As shown, the electronic device 1000 may include a processor 1101, a memory 1102, an interface device 1103, a communication device 1104, an output device 1105, an input device 1106, and the like. Figure 1 The hardware configuration shown is merely illustrative and is in no way intended to limit the present disclosure, its application, or uses.

[0045] The processor 1101 is used to execute a computer program, which can be written in an instruction set of an architecture such as x86, Arm, RISC, MIPS, SSE, etc. The memory 1102 includes, for example, ROM (read-only memory), RAM (random access memory), a non-volatile memory such as a hard disk, etc. The interface device 1103 includes, for example, a USB interface, a network cable interface, a headphone interface, etc. The communication device 1104 is capable of wired or wireless communication, for example, and the communication device 1104 may include at least one short-range communication module, for example, any module for short-range wireless communication based on short-range wireless communication protocols such as Hilink protocol, WiFi (IEEE 802.11 protocol), Mesh, Bluetooth, ZigBee, Thread, Z-Wave, NFC, UWB, LiFi, etc. The communication device 1104 may also include a remote communication module, for example, any module for WLAN, GPRS, 2G / 3G / 4G / 5G remote communication. The output device 1105 may include, for example, a liquid crystal display or a touch display, a speaker, etc. The input device 1106 may include, for example, a touch screen, a keyboard, a microphone, various sensors, etc.

[0046] In this embodiment, the memory 1102 of the electronic device 1000 is used to store a computer program, and the computer program is used to control the processor 1101 to operate so as to execute the game team-based battle assistance method according to any embodiment of the present disclosure.

[0047] Next, Figure 1 Taking the electronic device 1000 as an example of the implementation subject, various embodiments of the battle assistance method based on the game team are explained.

[0048] <First Embodiment>

[0049] Figure 2 A battle assistance method based on a game team according to some embodiments is shown. The battle assistance method based on a game team may include the following steps S210 to S230:

[0050] Step S210: displaying the game graphical user interface of the first user.

[0051] In this embodiment, the first user is a player user of the game.

[0052] In this embodiment, the game graphical user interface of the first user can show that the first user is playing against other players, can show that the first user is performing certain game tasks, and can also show that the first user is previewing game activities in the game, etc., which is not limited here.

[0053] Step S220, displaying a first selection control in the game graphical user interface; wherein the first selection control is used to determine whether the first user launches an attack on the third user when the second user's first base is in a state of being captured by the third user; wherein the second user and the first user belong to the same game team.

[0054] In this step, it may be: determining that the first base of the second user is in a first state of being captured by the third user, and displaying a first selection control for launching an attack on the third user in the game graphical user interface; wherein the second user and the first user belong to the same game team.

[0055] In this embodiment, the second user is a teammate of the same game team as the first user. The first user and the second user can join a game team in a variety of ways. For example, there are multiple game teams in the team list, and the first user and the second user select the same game team in the team list. For another example, the first user invites the second user to join a game team, so that the first user and the second user are in the same game team. For another example, the second user invites the first user to join a game team, so that the first user and the second user are in the same game team.

[0056] In this embodiment, the third user is a user with a hostile relationship between the first user and the second user, for example, the third user and the first user are not in the same game team, the third user and the first user are not in the same game group, the third user and the first user are not in the same game server, etc. Among them, the number of people in the game group is larger than the number of people in the game team, and when a user joins a game team, the user can also join a game group, for example, user A1 joins game team D1, user A2 joins game team D2, and user A1 and user A2 both join game group F1.

[0057] In this embodiment, each user can set up his own base in the game, for example, the base set up by the second user is the first base. A user can send out a virtual character from the base, or send back the sent out virtual character and replenish the consumption generated by sending out the virtual character at the base, for example, restore action power or replenish health at the base, etc.

[0058] In this embodiment, each stronghold has different states, for example: a first state of being captured by other users, a second state of being attacked by other users, a third state of not being attacked by other users, and a fourth state of being exempted from being attacked by other users.

[0059] In this embodiment, the first base may be one of multiple bases of the second user, or may be the only base of the second user, which is not limited here.

[0060] In this embodiment, the first selection control is displayed on the first user's game graphical user interface when the second user's first base is in the first state. The first selection control can be a virtual button, a virtual scroll bar or a pop-up window, etc., which is not limited here.

[0061] In some examples, the first selection control is a virtual button. When the second user's first base is in the first state, the first user's game graphical user interface displays a virtual button with the content "The second user's first base has been captured, please assist in attacking the third user."

[0062] Step S230, in response to the first user triggering the first selection control, the game graphical user interface displays: the third virtual character of the third user is locked in the first plot of the first game scene, and the first virtual character of the first user is located at the target plot of the first game scene; wherein the target plot is a plot that enables the first virtual character and the third virtual character to engage in a first battle.

[0063] In this step, in response to the first user triggering the first selection control, the first game scene is displayed in the game graphical user interface; wherein the first game scene includes: the third virtual character of the third user is locked in the first plot of the first game scene, and the first virtual character of the first user reaches the fourth plot of the first game scene. The first virtual character is controlled to move from the fourth plot to the target plot of the first game scene.

[0064] In this embodiment, the game scene can be formed by splicing multiple plots of land. The specific splicing method can be set manually and is not limited here.

[0065] In this embodiment, a user may have one virtual character or multiple virtual characters, for example, the first user has a first virtual character, the second user has a second virtual character, and the third user has a third virtual character and a fourth virtual character. A user may control the user's virtual character to move on the plots in the game scene, build strongholds, build fortifications, etc., which are not limited here.

[0066] In this embodiment, the plots in the game scene can be occupied by the user's virtual character and built into corresponding bases, wherein the plots that can be occupied as bases can be specific plots artificially set in the game scene, or can be any plots in the game scene, which are not limited here. Figure 3 For example, the virtual character controlled by player M can build his base "M City" on a 2×2 plot of land.

[0067] In this embodiment, the game scene of the game may have multiple or only one. That is to say, the first game scene is the game scene where the first base is located, and the first game scene may include bases of all users or bases of some users, which is not limited here.

[0068] In this embodiment, the locked virtual character is a virtual character that the user controlling the virtual character cannot control to move or fight the virtual character.

[0069] In some examples, such as Figure 3 As shown, when user N triggers the first selection control, the virtual character of user N's ​​"Team A1" is displayed on the fourth plot in the first game scene, and the user N's ​​pursuit route and the prompt information of "Team B3" "chasing" user P are displayed. At the same time, the virtual character of user P's "Team B3" is displayed on the first plot in the first game scene, and the user P's evacuation route and the prompt information of "being locked" are displayed.

[0070] In this embodiment, the target plot is the plot where the first user triggers the first battle with the third user at the first plot. The target plot can be an adjacent plot of the first plot, or a plot within a set number of plots away from the first plot, where the set number of plots is, for example, 1, 2, or 5, etc., which is not limited here.

[0071] Step S250: displaying the result of the first battle on the game graphical user interface.

[0072] In this step, when the first virtual character moves to the target plot, a first battle between the first virtual character and the third virtual character is triggered.

[0073] In this embodiment, the battle is conducted by more than two users. For example, the users participating in the battle R1 are user R11 and user R12. Then, in the battle R1, the virtual character of user R11 and the virtual character of user R12 compete with each other. For another example, the users participating in the battle R2 are user R21, user R22 and user R23, among which user R21 and user R22 are teammates. Then, the virtual character of user R22 and the virtual character of user R23 compete with the virtual character of user R23 together.

[0074] In this embodiment, the first battle is a confrontation between the virtual character of the first user and the virtual character of the third user, and the triggering of the first battle can be directly and automatically triggered by the game system, or it can be triggered after the first user and the third user agree to the battle.

[0075] In this embodiment, after the first battle is over, the game graphical user interface will display the battle result of the first virtual character to the first user, and the battle result displays the game resources obtained by the first user and the information of the damage caused by the first virtual character, etc., which are not limited here. Among them, the game resources obtained by the first user are, for example, the first game resources or other game resources, which are not limited here.

[0076] In other words, when the first stronghold of the second user is captured, the first user, as a team member of the second user, can trigger the corresponding first selection control in the game graphical user interface, so that the virtual character of the third user who captured the first stronghold is locked at the first plot, and the virtual character of the first user can move to the target plot and initiate a battle with the third user at the first plot to assist the second user in counterattacking the third user. In terms of team assistance, more forms of interfaces are provided, thereby enriching the content of the game and improving the user's gaming experience.

[0077] In some embodiments, the moving speed of the virtual character in the game scene can be a fixed value, or different moving speeds can be set according to the character attributes of the virtual character. For example, if the moving speed in the character attributes of the virtual character C1 is "100", the virtual character C1 can move 1 plot every 1 second, and if the moving speed in the character attributes of the virtual character C2 is "50", the virtual character C2 can move 1 plot every 2 seconds. In order to shorten the time that the third user waits for the first battle, the moving speed of the first virtual character in the first game scene is greater than the moving speed based on the character attributes of the first virtual character. The moving speed of the first virtual character in the first game scene can be a set fixed value, for example, moving 5 plots every 1 second or moving 10 plots every 1 second, etc., which is not limited here. The moving speed of the first virtual character in the first game scene can also be moving speed × addition coefficient, and the coefficient is, for example, 2, 5 or 10, etc., which is not limited here.

[0078] In some embodiments, in order to facilitate users to view multiple users who are fighting, the first stronghold is the plot occupied by the second user in the first game scene, and the third user launches an attack on the first stronghold from a plot adjacent to the first stronghold, and the target plot is a plot adjacent to the first plot.

[0079] by Figure 3 For example, the first plot is the plot where the virtual character "Team B3" is located, and the target plot can be plots L1 to L8, or plots L2, L4, L6 and L8. It can be set manually and is not limited here.

[0080] In some embodiments, the third user obtains a first amount of the first game resource held by the second user after capturing the first base. Based on the first user's victory in the first battle, the game graphical user interface displays that the first user obtains the second game resource, and displays a second amount of the first game resource returned to the second user; wherein the first game resource and the second game resource correspond to different game resource types, and the second amount is less than or equal to the first amount.

[0081] In this embodiment, each user holds a certain amount of first game resources, such as wood, stone, and manpower, etc., which are not limited here.

[0082] In this embodiment, the user can obtain the second game resource by assisting the user's teammates in the battle, or by defeating other users' bases, where the other users are users who have captured the bases of the user's teammates. The second game resource can be, for example, group mall points, group honor points, etc., which are not limited here.

[0083] In some examples, such as Figure 3 As shown, the third user obtains 2000 wood, 800 stone and 5000 manpower held by the second user after capturing the first stronghold. If the first user wins the first battle, the second user can obtain the second amount of the first game resource. The second amount can be a fixed value or a multiple of the first amount. Taking 0.5 times as an example, the second amount is 1000 wood, 400 stone and 2500 manpower.

[0084] <Second Embodiment>

[0085] In this embodiment, in order to effectively reduce the distance at which the first user's virtual character pursues the third user's virtual character and enhance the user experience, not only can the first user be shown the evacuation route of the third user in the first game scene, but also when the third user's virtual character moves to other game scenes or bases, the first selection control for controlling the battle between the first virtual character and the third virtual character can be canceled.

[0086] In these embodiments, relative to the first embodiment, the method further includes the following steps S310 and S320:

[0087] Step S310, in response to the first user switching the current second game scene to the first game scene, displaying the evacuation route of the third user in the game graphical user interface; wherein the evacuation route indicates that the third virtual character of the third user moves to the second plot in the first game scene indicated by the third user.

[0088] In this embodiment, the second game scene may be the first game scene, or may be another game scene different from the first game scene, which is not limited here.

[0089] In this embodiment, the evacuation route of the third user can be indicated by the third user, for example, the third user instructs the third virtual character to move to the second plot after capturing the first stronghold, or it can be set by the game system, for example, the third user sends the third virtual character to attack the first stronghold, and then the game system can control the third virtual character to attack the first stronghold, and control the third virtual character to move to the second plot after the attack is completed, which is not limited here.

[0090] In some embodiments, in order to provide the first virtual character with a moderate pursuit distance to further enhance the user's gaming experience, the second plot includes a third plot and a second stronghold set in the first game scene; wherein the second stronghold is a plot occupied by a third user in the first game scene, and the third plot is the entrance for switching from the first game scene to the third game scene.

[0091] In this embodiment, the third plot is a plot pre-set in the first game scene. The number of the third plots in the first game scene can be one or more, which is not limited here. Each third plot can correspond to a different third game scene or the same third game scene, which is not limited here. Figure 3 For example, after the virtual character "Team B3" of user P moves to the third plot of "transmission point T", the virtual character "Team B3" will move to the third game scene.

[0092] In this embodiment, the second stronghold is occupied by the third user in the first game scene. When the third virtual character of the third user moves to the second stronghold, the first selection control is cancelled, which prevents the first virtual character of the first user from being attacked by the fortifications of the second stronghold or other virtual characters, effectively improving the user's gaming experience.

[0093] Step S320: cancel the display of the first selection control for launching an attack on the third user.

[0094] In this embodiment, when the third virtual character moves to the second plot, the game graphical user interface of the first user cancels the first selection control for launching an attack on the third user.

[0095] <Third Embodiment>

[0096] In this embodiment, in order to further enrich the content of the game, when the third user attacks the first base of the second user, the first user, as the teammate of the second user, can reinforce the second user through the first reinforcement mode.

[0097] In these embodiments, relative to the first embodiment, the method further includes the following steps S410 to S430:

[0098] Step S410, displaying a second selection control in the game graphical user interface; wherein the second selection control is used to determine whether the first user sends reinforcement to the second user when the first base of the second user is attacked by a third user.

[0099] In this embodiment, the state in which the first base of the second user is attacked by the third user is the second state.

[0100] In some examples, the second state may be displayed above the first base in the first game scene, for example, displaying “the city occupied by teammate M”.

[0101] In this embodiment, the second selection control is a virtual button. When the second user's first base is in the second state, the first user's game graphical user interface displays a virtual button with the content "The second user's first base is being attacked, please assist in attacking the third user".

[0102] Step S420: In response to the first user triggering the second selection control, determining that the second user and the first user have a first social relationship as belonging to the first game team.

[0103] In this embodiment, users have different social relationships with each other. For example, the first user and the second user are in the same game team, which means they are teammates, i.e., the first social relationship. For another example, the third user attacks the first base of the second user, which means the social relationship between the third user and the second user is a hostile relationship. For another example, the fourth user and the first user belong to different game teams in the same alliance, so the fourth user and the first user are allies.

[0104] Step S430, displaying an interface for reinforcement interaction based on the first reinforcement mode; wherein the first reinforcement mode matches the first social relationship, the first reinforcement mode and the second reinforcement mode matched with the second social relationship are different reinforcement modes, and the second social relationship is a relationship that does not belong to the same game team.

[0105] In this embodiment, different social relationships match different reinforcement modes. In the first reinforcement mode, the user can directly join the second battle in which the first base of the second user is attacked by the third user. For example, the attribute value bonus of the virtual character dispatched by the first user can be increased by a certain percentage. The certain percentage is, for example, 10%, 20%, or 40%, etc., which is not limited here.

[0106] In this embodiment, the above-mentioned alliance relationship or stranger relationship can match the second reinforcement mode, in which the user's virtual character can join the game after a set round in the second battle, and does not obtain a certain percentage of attribute value bonus. The set round is, for example, the third round, the fifth round, or the sixth round, etc., which is not limited here.

[0107] <Fourth Embodiment>

[0108] In this embodiment, in order to further enrich the content of the game, the attribute consumption of the user's virtual character in the battle can be reduced when there are teammates nearby, thereby increasing the interaction between users.

[0109] In these embodiments, relative to the third embodiment, the method further includes the following step S510:

[0110] Step S510, the second battle in which the third user attacks the first base of the second user ends, and the attribute consumption of the first virtual character of the first user and the battle reward of the first user are displayed; wherein the attribute consumption is negatively correlated with the number of users of the first game team near the first base.

[0111] In this embodiment, the attribute consumption is, for example, health, attack power, and action power, etc., which are not limited here.

[0112] In this embodiment, teammates near the first stronghold may be all teammates in the first game scene, or may be teammates within a set range of the first stronghold. The set range may be, for example, all teammates within 1 plot of land away from the first stronghold, all teammates within 3 plots of land away from the first stronghold, etc., which is not limited here.

[0113] In this embodiment, attribute consumption is negatively correlated with the number of users of the first game team near the first base. For example, when the number of users near the first base is 1, the attribute consumption is 20%; when the number of users near the first base is 2, the attribute consumption is 19%; when the number of users near the first base is 5, the attribute consumption is 15%.

[0114] <Device Example>

[0115] Figure 4FIG. 1 shows a schematic diagram of the composition structure of a game team-based battle assistance device according to an embodiment of the present disclosure. Figure 4 As shown, the game team-based battle assistance device 400 includes an interface display module 410 , a control display module 420 , a scene display module 430 and a result display module 440 .

[0116] The interface display module 410 is used to display the game graphical user interface of the first user;

[0117] The control display module 420 is used to display a first selection control in the game graphical user interface; wherein the first selection control is used to determine whether the first user launches an attack on the third user when the first base of the second user is captured by the third user; wherein the second user and the first user belong to the same game team;

[0118] The scene display module 430 is used for displaying in the game graphical user interface that, in response to the first user triggering the first selection control, the third virtual character of the third user is locked in the first plot of the first game scene, and the first virtual character of the first user is located in the target plot of the first game scene; wherein the target plot is a plot that enables the first virtual character to have a first battle with the third virtual character;

[0119] The result display module 440 is used to display the result of the first battle on the game graphical user interface.

[0120] In some embodiments, the game team-based battle assistance method 400 also includes a cancellation display module, which is used to display the evacuation route of the third user in the game graphical user interface in response to the first user switching the current second game scene to the first game scene; wherein the evacuation route represents the third virtual character of the third user moving to the second plot in the first game scene indicated by the third user; and cancel the display of the first selection control for launching an attack on the third user.

[0121] In some embodiments, the game team-based battle assistance device 400 also includes a resource allocation module, which is used to display in the game graphical user interface that the first user obtains a second game resource based on the first user winning the first battle, and to display a second amount of the first game resource returned to the second user; wherein the first game resource and the second game resource correspond to different game resource types, and the second amount is less than or equal to the first amount.

[0122] In some embodiments, the game team-based battle assistance device 400 also includes a mode determination module, which is used to display a state in the game graphical user interface where a first base of a second user is attacked by a third user; display a second selection control in the game graphical user interface; wherein the second selection control is used to determine whether the first user initiates reinforcement to the second user; in response to the first user triggering the second selection control, determine that the second user and the first user are in a first social relationship belonging to a first game team; and display an interface for reinforcement interaction based on a first reinforcement mode; wherein the first reinforcement mode matches the first social relationship, the first reinforcement mode and the second reinforcement mode matched with the second social relationship are different reinforcement modes, and the second social relationship is a relationship that does not belong to the same game team.

[0123] In some embodiments, the game team-based battle assistance device 400 also includes a consumption display module, which is used to display the attribute consumption of the first virtual character of the first user and the battle reward of the first user when the second battle against the third user at the first base of the second user ends; wherein the attribute consumption is negatively correlated with the number of users of the first game team near the first base.

[0124] <Equipment Embodiment>

[0125] Figure 5 FIG. 1 shows a schematic diagram of the hardware structure of an electronic device according to some other embodiments. Figure 5 As shown, the electronic device 500 includes a processor 510 and a memory 520, wherein the memory 520 is used to store a computer program, and the computer program is used to control the processor 510 to operate so as to control the electronic device 500 to execute a game team-based battle assistance method according to any embodiment of the present disclosure.

[0126] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, it implements the game team-based battle assistance method according to any embodiment of the present disclosure.

[0127] Each embodiment in this specification is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the device and equipment embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiments.

[0128] The above is a description of a specific embodiment of the specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0129] The embodiments of the present specification may be devices, methods and / or computer program products. The computer program product may include a computer-readable storage medium carrying computer-readable program instructions for causing a processor to implement various aspects of the embodiments of the present specification.

[0130] A computer-readable storage medium may be a tangible device that can hold and store instructions used by an instruction execution device. A computer-readable storage medium may be, for example, but not limited to, an electrical storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination of the foregoing. More specific examples of computer-readable storage media (a non-exhaustive list) include: a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), a static random access memory (SRAM), a portable compact disk read-only memory (CD-ROM), a digital versatile disk (DVD), a memory stick, a floppy disk, a mechanical encoding device, such as a punch card or a raised structure in a groove on which instructions are stored, and any suitable combination of the foregoing. As used herein, a computer-readable storage medium is not to be interpreted as a transient signal per se, such as a radio wave or other freely propagating electromagnetic wave, an electromagnetic wave propagating through a waveguide or other transmission medium (e.g., a light pulse through a fiber optic cable), or an electrical signal transmitted through a wire.

[0131] The computer-readable program instructions described herein can be downloaded from a computer-readable storage medium to each computing / processing device, or downloaded to an external computer or external storage device via a network, such as the Internet, a local area network, a wide area network, and / or a wireless network. The network can include copper transmission cables, optical fiber transmissions, wireless transmissions, routers, firewalls, switches, gateway computers, and / or edge servers. The network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards the computer-readable program instructions for storage in the computer-readable storage medium in each computing / processing device.

[0132] The computer program instructions for executing the operation of the embodiments of this specification may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-related instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Smalltalk, C++, etc., and conventional procedural programming languages ​​such as "C" language or similar programming languages. Computer-readable program instructions may be executed completely on a user's computer, partially on a user's computer, executed as an independent software package, partially on a user's computer, partially on a remote computer, or completely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer via any type of network including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., using an Internet service provider to connect via the Internet). In some embodiments, an electronic circuit, such as a programmable logic circuit, a field programmable gate array (FPGA), or a programmable logic array (PLA) may be personalized by utilizing the state information of a computer-readable program instruction, and the electronic circuit may execute a computer-readable program instruction, thereby realizing various aspects of the embodiments of this specification.

[0133] Various aspects of the embodiments of the present specification are described herein with reference to the flowcharts and / or block diagrams of the methods, devices (equipment) and computer program products according to the embodiments of the present specification. It should be understood that each box in the flowchart and / or block diagram and the combination of each box in the flowchart and / or block diagram can be implemented by computer-readable program instructions.

[0134] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, thereby producing a machine, so that when these instructions are executed by the processor of the computer or other programmable data processing device, a device that implements the functions / actions specified in one or more boxes in the flowchart and / or block diagram is generated. These computer-readable program instructions can also be stored in a computer-readable storage medium, and these instructions cause the computer, programmable data processing device, and / or other equipment to work in a specific manner, so that the computer-readable medium storing the instructions includes a manufactured product, which includes instructions for implementing various aspects of the functions / actions specified in one or more boxes in the flowchart and / or block diagram.

[0135] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device so that a series of operating steps are performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to implement the functions / actions specified in one or more boxes in the flowchart and / or block diagram.

[0136] The flowchart and block diagram in the accompanying drawings show the possible architecture, function and operation of the system, method and computer program product according to multiple embodiments of this specification. In this regard, each box in the flowchart or block diagram can represent a part of a module, program segment or instruction, and a part of the module, program segment or instruction contains one or more executable instructions for realizing the specified logical function. In some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of the boxes in the block diagram and / or flowchart can be implemented by a dedicated hardware-based system that performs the specified function or action, or can be implemented by a combination of dedicated hardware and computer instructions. It is well known to those skilled in the art that it is equivalent to implement it by hardware, implement it by software, and implement it by combining software and hardware.

[0137] The embodiments of the present specification have been described above, and the above description is exemplary, not exhaustive, and is not limited to the disclosed embodiments. Many modifications and variations are obvious to those of ordinary skill in the art without departing from the scope of the described embodiments. The selection of terms used herein is intended to best explain the principles of the embodiments, practical applications, or improvements to the technology in the market, or to enable other persons of ordinary skill in the art to understand the embodiments disclosed herein.

Claims

1. A battle assistance method based on a game team, comprising: displaying a game graphical user interface for a first user; A first selection control is displayed on the game graphical user interface; wherein the first selection control is used to determine whether the first user initiates an attack on the third user when the first base of the second user is captured by the third user; wherein the second user and the first user belong to the same game team; In response to the first user triggering the first selection control, the game graphical user interface displays: the third virtual character of the third user is locked in the first plot of the first game scene, and the first virtual character of the first user is located in the target plot of the first game scene; wherein the target plot is a plot that enables the first virtual character and the third virtual character to have a first battle, the first plot does not belong to the first stronghold, and the target plot is an adjacent plot of the first plot; Displaying the result of the first battle on the game graphical user interface; The displaying of the first battle result in the game graphical user interface includes: triggering a first battle between the first virtual character and the third virtual character when the first virtual character moves to a target plot.

2. The method according to claim 1, wherein: The moving speed of the first virtual character in the first game scene is greater than the moving speed based on the character attributes of the first virtual character.

3. The method according to claim 1, wherein: The method further comprises: In response to the first user switching the current second game scene to the first game scene, displaying the evacuation route of the third user on the game graphical user interface; wherein the evacuation route indicates that the third virtual character of the third user moves to the second plot in the first game scene indicated by the third user; The first selection control for launching an attack against the third user is canceled.

4. The method according to claim 3, wherein: The second plot includes the third plot set in the first game scene and the second base; wherein the second base is the plot occupied by the third user in the first game scene, and the third plot is the entrance for switching from the first game scene to the third game scene.

5. The method according to claim 1, wherein: The first stronghold is a plot of land occupied by the second user in the first game scene, the third user launches an attack on the first stronghold from a plot adjacent to the first stronghold, and the target plot is a plot adjacent to the first plot.

6. The method according to claim 1, wherein: The third user obtains a first amount of the first game resource held by the second user after capturing the first base; Based on the first user winning the first battle, the game graphical user interface displays that the first user obtains a second game resource, and displays a second amount of the first game resource returned to the second user; wherein the first game resource and the second game resource correspond to different game resource types, and the second amount is less than or equal to the first amount.

7. The method according to claim 1, wherein: The method further comprises: Displaying a second selection control on the game graphical user interface; wherein the second selection control is used to determine whether the first user initiates reinforcement to the second user when the first base of the second user is attacked by a third user; In response to the first user triggering a second selection control, determining that the second user and the first user have a first social relationship belonging to a first game team; An interface display for reinforcement interaction based on a first reinforcement mode; wherein, the first reinforcement mode matches the first social relationship, the first reinforcement mode and the second reinforcement mode matched with the second social relationship are different reinforcement modes, and the second social relationship is a relationship that does not belong to the same game team.

8. The method according to claim 7, wherein: The method further comprises: When the second battle in which the second user's first base is attacked by the third user ends, the attribute consumption of the first user's first virtual character and the battle reward of the first user are displayed; wherein the attribute consumption is negatively correlated with the number of users of the first game team near the first base.

9. A game team-based battle assistance device, comprising: An interface display module, used to display a game graphical user interface for a first user; a control display module, used to display a first selection control in the game graphical user interface; wherein the first selection control is used to determine whether the first user launches an attack on the third user when the first base of the second user is captured by the third user; wherein the second user and the first user belong to the same game team; a scene display module, configured to display, in response to the first user triggering the first selection control, in the game graphical user interface: the third virtual character of the third user is locked in the first plot of the first game scene, and the first virtual character of the first user is located in the target plot of the first game scene; wherein the target plot is a plot that enables the first virtual character and the third virtual character to have a first battle, the first plot does not belong to the first stronghold, and the target plot is an adjacent plot of the first plot; A result display module, used for displaying the result of the first battle on the game graphical user interface; The result display module is also used to trigger a first battle between the first virtual character and the third virtual character when the first virtual character moves to the target plot.

10. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements the steps of the game team-based battle assistance method according to any one of claims 1 to 8.