Dynamic Game Restoration Pricing Mechanism
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Solution Overview
Problem
Existing game systems do not effectively combine restoration processes with charging processes, which are crucial for maintaining game balance and player engagement in network games, particularly in scenarios where a player's aircraft is shot down and needs to be restored.
Innovation Solution
A game system that integrates a restoration processing section and a charging section, allowing players to select restoration points in a game space, where the charging process differs based on the selected restoration point, influencing game conditions such as wait time, maximum restoration count, and equipment changes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If the moving object is restored at a restoration point closer to the unable-to-continue point, then the time loss is reduced, but the charge increases
Solution Approach 1:
The system dynamically adjusts the charge amount based on the distance between the unable-to-continue point and the selected restoration point. This creates a dynamic pricing mechanism where closer restoration points (which reduce time loss) incur higher charges, while farther points have lower charges, allowing players to balance time versus cost according to their needs.
Solution Approach 2:
The system changes the charge parameter according to the spatial parameter (distance between points). By establishing a relationship between the distance parameter and the charge parameter, the system enables players to select restoration points based on their preference for either minimizing time loss or minimizing charge.
2Loss of energy
If the moving object is restored at a restoration point farther from the unable-to-continue point, then the charge decreases, but the time loss increases
Solution Approach 1:
The system dynamically adjusts the charge amount based on the distance between the unable-to-continue point and the selected restoration point. This creates a dynamic pricing mechanism where closer restoration points (which reduce time loss) incur higher charges, while farther points have lower charges, allowing players to balance time versus cost according to their needs.
Solution Approach 2:
The system changes the charge parameter according to the spatial parameter (distance between points). By establishing a relationship between the distance parameter and the charge parameter, the system enables players to select restoration points based on their preference for either minimizing time loss or minimizing charge.
3Adaptability or versatility
If multiple restoration points are provided with different charges, then the player's choice flexibility increases, but the system complexity increases
Solution Approach 1:
The system segments the game space into multiple restoration points, each with distinct charge levels. This segmentation allows players to choose from multiple options with different cost-benefit profiles, increasing flexibility while maintaining manageable system complexity through clear spatial differentiation.
Solution Approach 2:
Different restoration points are assigned different local qualities in terms of charge amounts. Each location has its own charge characteristic based on its distance from the unable-to-continue point, allowing players to select according to their specific needs without requiring complex system-wide changes.
Data Source
AI summary
A game system includes a game processing section that performs a process that implements a game that utilizes a moving object, the moving object moving in a game space based on operation information, a restoration processing section that performs a restoration process that restores the moving object that has reached an unable-to-continue state when it has become unable to continue to play the game that utilizes the moving object, the moving object being restored at a restoration point in the game space that has been selected by a player, and a charging section. The charging section performs a charging process that causes a charge to differ corresponding to the restoration point selected by the player.


