Battle Game Team Selection for Strategic Plot Occupation
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Solution Overview
Problem
Existing battle-type games suffer from reduced strategic depth due to sequential plot occupation, which negatively impacts user experience.
Innovation Solution
Implement a system that allows users to select teams within a camp with different battle configurations, enabling teams to occupy plots based on their configuration, and display battle scenes where teams can capture adjacent plots, including spawn points and protected plots.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If teams sequentially occupy plots adjacent to their starting plots, then the occupation process is simple and straightforward, but the strategic depth is reduced and user experience is negatively impacted
Solution Approach 1:
The patent divides the plot occupation process into two independent stages: first, teams select and occupy plots based on battle configuration (strategic layer); second, teams sequentially occupy adjacent plots (execution layer). This segmentation allows simple sequential execution while maintaining strategic depth through the first stage, resolving the contradiction between ease of operation and strategic depth.
Solution Approach 2:
The patent implements preliminary plot selection and configuration before the actual battle. Teams pre-select which plots they want to occupy and what battle configuration they choose, allowing strategic decisions to be made in advance. This preliminary action maintains strategic depth while the actual plot occupation can proceed sequentially, resolving the contradiction.
2Adaptability or versatility
If multiple teams within the same camp have different battle configurations, then strategic variety and user enjoyment are enhanced, but system complexity increases
Solution Approach 1:
The patent segments the camp into multiple independent teams, each capable of selecting different battle configurations. The system processes each team's configuration independently, then integrates the results. This segmentation allows variety among teams while managing system complexity through modular processing.
Solution Approach 2:
The patent creates a universal plot occupation mechanism that works for all teams regardless of their specific battle configuration. The same basic occupation logic applies to all teams, with the system automatically adjusting to handle different configurations. This universality enables variety in gameplay while keeping the core system simple.
Data Source
AI summary
The present disclosure provides an information processing method and apparatus for a battle game, and an electronic device. The method includes: determining, by a processor, a first team to which a first user belongs according to a team selection operation of the user in a first camp to which the first user belongs; generating, by the processor, a first battle scene for displaying on an interface; and displaying, on the interface, the first battle scene.


