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
Engineering 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
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.
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.
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
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.
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
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.
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.
Data Source
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.


