Virtual Object Ability Selection System for Dynamic Battle Strategization

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Solution Overview

Problem

Existing virtual battle game systems provide limited freedom for users to customize their virtual objects' abilities, resulting in low diversity of operation and strategization, leading to a less engaging experience.

Innovation Solution

A method and apparatus that allow users to select from multiple second ability identifiers when a virtual object levels up, replacing the original ability with a new one, thereby increasing the diversity of ability combinations and enhancing strategization in virtual battles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the virtual object levels up with fixed ability progression, then the game system maintains simplicity and ease of operation, but the diversity of ability combinations and strategization is reduced

Engineering Contradiction:
Improveease of operationVSAvoiddiversity of ability combinations
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system transitions from a static ability progression system to a dynamic one where players can actively select and replace abilities at each level-up. The ability pool changes dynamically based on player choices, allowing the same virtual object to develop different ability combinations through different leveling paths, thus increasing versatility while maintaining operational simplicity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The ability system is segmented into discrete selectable abilities rather than a fixed progression path. At each level-up, players can choose from multiple candidate abilities to replace their current ability, creating modular ability combinations. This segmentation allows for diverse strategization while keeping each individual ability selection simple and intuitive.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If multiple ability options are provided at each level-up, then the diversity of ability evolution increases, but the complexity of the system increases

Engineering Contradiction:
Improvediversity of ability evolutionVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system provides multiple ability options dynamically at each level-up point rather than presenting all possibilities simultaneously. This dynamic presentation allows players to see relevant abilities based on their current level and progression path, increasing diversity of ability evolution while managing system complexity through context-aware information presentation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system pre-defines pools of candidate abilities for each level, organizing the complexity in advance. When a player levels up, they are presented with pre-prepared ability options from their level-appropriate pool, rather than generating possibilities on the fly. This preliminary organization reduces real-time system complexity while maintaining diverse ability evolution options.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12186661B2Method and apparatus for selecting ability of virtual object, device, medium, and program product
Publication Date: 2025.01.07 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12186661B2 patent drawing
  • US12186661B2 patent drawing
  • US12186661B2 patent drawing

AI summary

This application discloses a method for selecting an ability of a virtual object in a virtual battle performed by a computer device. The method includes: displaying a first ability identifier of a first ability, the first ability being an ability configured for the virtual object to perform the first ability at a first level in a virtual battle; displaying at least two second ability identifiers of at least second abilities associated with the virtual object in response to the virtual object changing from the first level to a second level in the virtual battle, the second abilities corresponding to the second level, and the at least two second ability identifiers comprising a target second ability identifier; receiving a selection operation on the target second ability identifier; and replacing the first ability with a second ability according to the selection operation.