Game Lock-On Attack Protection During Close-Range Approach

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Solution Overview

Problem

Existing video game lock-on functions often result in player characters being targeted and damaged during linear movements towards an attack target, leading to failed close-range attacks and interruptions, especially in match games.

Innovation Solution

A computer system that determines a preparatory state for executing an external function, checks for an executable condition, and performs protection control to reduce damage during approaching movements, including automatic movement and adjustable protection based on various conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the player character automatically moves toward the locked-on target character, then the close-range attack can be executed automatically, but the player character is damaged by attacks from other characters during movement

Engineering Contradiction:
Improveattack execution efficiencyVSAvoiddamage from other characters
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The system applies protection control before the harmful effect (damage from other characters) can occur. When the player character is in the approach movement state toward a locked-on target, the system preemptively reduces damage from attacks by other characters, preventing the harmful effect rather than responding to it after occurrence.

Inventive Principle:
Principle #9Preliminary anti-action

Solution Approach 2:

The system cushions the player character from damage during approach movement by applying damage reduction effects beforehand. This creates a protective buffer that absorbs or mitigates the impact of attacks from other characters during the vulnerable movement phase.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

2Speed

If the player character moves linearly toward the target character, then the approach is direct and efficient, but the player character becomes an easy target for attacks from the locked-on target or other characters

Engineering Contradiction:
Improveapproach speedVSAvoidexposure to attacks
Core Design Contradiction:
SpeedVSObject-affected harmful factors

Solution Approach 1:

The system applies protection control preemptively during linear approach movement, reducing damage from attacks before they can significantly impact the player character's progress toward the target.

Inventive Principle:
Principle #9Preliminary anti-action

3Reliability

If the player character is damaged during approach movement, then the movement slows down or is interrupted, but this reduces the success rate of close-range attacks

Engineering Contradiction:
Improveattack success rateVSAvoidmovement speed
Core Design Contradiction:
ReliabilityVSSpeed

Solution Approach 1:

The system prevents movement interruption by applying damage reduction before damage can occur. This ensures the player character maintains consistent movement speed and successfully completes the approach to the locked-on target character.

Inventive Principle:
Principle #9Preliminary anti-action

Solution Approach 2:

The system cushions the player character from damage that would slow or interrupt movement, maintaining steady progress toward the target through protective damage reduction during the approach phase.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

Data Source

PatentUS12582910B2Computer system, game system, and game progress control method
Publication Date: 2026.03.24 BANDAI NAMCO ENTERTAINMENT INC
  • US12582910B2 patent drawing
  • US12582910B2 patent drawing
  • US12582910B2 patent drawing

AI summary

A computer system determines that a player character is in a preparatory state for executing an external function (close-range attack) toward a target character (e.g., enemy character). Furthermore, the computer system determines that the player character satisfies an executable condition that enables execution of the external function. When the player character satisfies the executable condition, the computer system causes the player character to execute the external function. Then, the computer system executes protection control for protecting the player character from another character while the player character is in the preparatory state.