Game Tactical Plan Controls for Faster RTS Unit Execution

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Solution Overview

Problem

RTS games face challenges in real-time operation and effective macro management due to the large number of battlefield units and strategic complexity, leading to reduced player experience.

Innovation Solution

A graphical user interface with tactical strategy controls configured with pre-defined plans, allowing users to assign and trigger tactical plans for virtual units through touch or sliding operations, reducing the need for manual control and improving reaction speed.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If manual real-time operation of virtual units is performed, then player control and strategic flexibility are maintained, but player efficiency and experience deteriorate due to the large number of units and time pressure

Engineering Contradiction:
Improveplayer efficiencyVSAvoidoperational complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system pre-configures multiple tactical plans with different combat strategies and unit assignments before battles begin. Players can set up these plans in advance during calm moments, then automatically execute them during intense real-time battles without needing to manually control each unit, thus improving operational efficiency while maintaining strategic control

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The tactical plan system allows players to create reusable templates that automatically manage unit assignments and combat strategies. Once configured, these plans serve themselves by automatically selecting and deploying appropriate units based on battlefield conditions, reducing the need for continuous manual intervention and lowering operational complexity

Inventive Principle:
Principle #25Self-service

2Productivity

If tactical plans are pre-configured and automatically executed, then player efficiency and reaction speed improve, but player control and strategic flexibility may be reduced

Engineering Contradiction:
Improveplayer efficiencyVSAvoidstrategic flexibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The tactical plan system is designed to be dynamic and adjustable during gameplay. Players can modify plan parameters, swap units, or switch between different pre-configured plans based on real-time battlefield conditions. This maintains strategic flexibility while preserving the efficiency benefits of automated execution

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system creates universal tactical plans that can be applied across multiple battle scenarios. Each plan is designed to handle various combat situations through configurable unit roles and strategies, allowing players to reuse the same plan templates for different battles while adapting specific parameters, thus maintaining both efficiency and strategic versatility

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS12502606B2Interaction method and apparatus for tactical plans in games, and electronic device
Publication Date: 2025.12.23 NETEASE (HANGZHOU) NETWORK CO LTD
  • US12502606B2 patent drawing
  • US12502606B2 patent drawing
  • US12502606B2 patent drawing

AI summary

An interaction method and apparatus for tactical plans in games, and an electronic device. Said method comprises: in response to an assignment operation of a tactical strategy control, determining, on the basis of the assignment operation, a target virtual unit for implementing a tactical plan of the tactical strategy control; and triggering the target virtual unit to implement the tactical plan. In the process of a game, a user can directly trigger a target virtual unit to implement a tactical plan, so that the user's reaction speed and psychological expectations in a real-time combat are effectively improved, not only facilitating the user's macro operations, but also facilitating improvement of the experience of the game.