US2012214562A1PendingUtilityA1

Massively mutliplayer online first person shooting game service system and method

Assignee: IM JUN HYOKPriority: Feb 23, 2011Filed: Feb 23, 2012Published: Aug 23, 2012
Est. expiryFeb 23, 2031(~4.6 yrs left)· nominal 20-yr term from priority
Inventors:Jun Hyok Im
G06Q 50/10A63F 2300/636A63F 2300/807A63F 2300/65A63F 13/58A63F 13/837A63F 13/537A63F 13/48A63F 13/46
24
PatentIndex Score
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Claims

Abstract

Provided are a massively multiplayer online first person shooting (MMOFPS) game service system and method, more particularly, an MMOFPS game service system and method providing various online game modes and capable of promoting teamwork, bonding, and solidarity with peers. The MMOFPS game service method includes preparing for an MMOFPS game service, checking whether teams accessing the game service are three or more, starting the game when the accessing teams are three or more, regarding all users except for allies as enemies, checking whether a user is in a normal state, checking whether an adjacent user is an ally when the user is in the normal state, coming close to the adjacent user to help the user recover when the adjacent user is an ally, and defeating the adjacent user by an execution including melee attack and execution actions such as curb stomp when the adjacent user is a knocked-down enemy.

Claims

exact text as granted — not AI-modified
1 . A massively multiplayer online first person shooting (MMOFPS) game service method, comprising:
 checking whether teams accessing the game service are three or more;   starting the game when the accessing teams are three or more;   regarding all users except for allies as enemies, and checking whether a user is in a normal state;   checking whether an adjacent user is an ally when the user is in the normal state; and   when the adjacent user is an ally in a state in which an attack ability and mobility are notably reduced, coming close to the adjacent user and restoring the adjacent user to the normal state by a recovery action, and when the adjacent user is an enemy in which the attack ability and mobility are notably reduced, coming close to the adjacent user and defeating the adjacent user by an execution including melee attack and execution actions such as curb stomp to obtain winning points.   
     
     
         2 . The MMOFPS game service method of  claim 1 , further comprising, after checking whether a user is in a normal state:
 if the user is in a knockdown state, causing the user to rejoin the game at a respawn point when an enemy comes close to the user and defeats the user by an execution including melee attack and execution actions such as curb stomp;   if the user is in the knockdown state, restoring the user to the normal state at a knockdown spot when an ally comes close to the user and restores the user by recovery aid; and   if the user is in the knockdown state, causing the user to rejoin the game at the respawn point when the user does not receive recovery aid within a predetermined time,   wherein, when the user is defeated by an execution including melee attack and execution actions such as curb stomp of an enemy or does not receive recovery aid rejoins the game at the respawn point, winning points are given to the enemy who has put the user in the state in which the attack ability and mobility are notably reduced or defeats the user by the execution and a team of the enemy, and when the user is restored to the normal state at the knockdown spot, no winning points are given to the enemy.   
     
     
         3 . The MMOFPS game service method of  claim 2 , further comprising, after each step:
 checking whether a predetermined score has been achieved to finish the game.   
     
     
         4 . A massively multiplayer online first person shooting (MMOFPS) game service method, comprising:
 preparing for an MMOFPS game service;   checking whether teams accessing the game service are three or more;   counting game progression time;   processing a damage to store changed health points (HP) of a user in a game database and display the changed HP on a screen;   when the HP of the user becomes a predetermined point, putting the user in a state in which an attack ability and mobility are notably reduced and counting down a predetermined time; and   processing the user to be dead when the predetermined time elapses, or to be defeated by an execution including melee attack and execution actions such as curb stomp of an enemy or restored to a normal state by recovery aid of an ally within the predetermined time.   
     
     
         5 . The MMOFPS game service method of  claim 4 , wherein counting the game progression time includes initializing HP and additional points (AP) of users, scores of the respective teams, a target score, and play time with predetermined values as database elements required by a corresponding game, displaying the initialized data as initialization information on head up display (HUD) screens of users participating in the game, and then counting playable time limited according to a predetermined play time. 
     
     
         6 . The MMOFPS game service method of  claim 4 , wherein processing the damage includes storing the HP and additional points (AP) of the user reduced by an attack of an enemy in the database, and displaying the updated information on a head up display (HUD) screen of the user. 
     
     
         7 . The MMOFPS game service method of  claim 4 , wherein putting the user in the state in which the attack ability and mobility are notably reduced includes, when the HP of the user becomes the predetermined point, schematizing and displaying the changed state of the user whose attack ability and mobility are notably reduced on a head up display (HUD) screen of the user and counting and displaying the predetermined time in which the user whose attack ability and mobility are notably reduced can be restored to the normal state by an ally or defeated by an enemy on HUDs of allies, and
 when the user whose attack ability and mobility are notably reduced inputs a specific key during the time, outputting a help request sign or sound of the user whose attack ability and mobility are notably reduced to the HUDs of the allies.   
     
     
         8 . The MMOFPS game service method of  claim 4 , wherein processing the user to be dead when the predetermined time elapses, or to be defeated by the enemy or restored to the normal state by the ally includes, when no close action is made by an enemy or ally during the predetermined time and the user is dead, giving winning points to an enemy who has put the user in the state in which the attack ability and mobility are notably reduced and a team including the enemy, storing the winning points in the database, and updating and displaying a score of the team on head up displays (HUDs) of all users. 
     
     
         9 . The MMOFPS game service method of  claim 4 , wherein processing the user to be dead when the predetermined time elapses, or to be defeated by the enemy or restored to the normal state by the ally includes, when no close action is made by an enemy or ally during the predetermined time and the user is dead, giving winning points to an enemy who has put the user in the state in which the attack ability and mobility are notably reduced and a team including the enemy, storing the winning points in the database, and updating and displaying a score of the team on head up displays (HUDs) of all users,
 when the user is defeated by the enemy, giving winning points to the defeating enemy and a team including the enemy, storing the winning points in the database, and updating and displaying a score of the team on the HUDs of all the users, and   when the user is restored to the normal state by recovery aid of the ally, schematizing and displaying a normalized state of the user on a HUD of the user, storing a maximum or a predetermined value as HP of the restored user in the database, and displaying the updated HP on the HUD of the user,   wherein, when the game is finished by achieving a target score, a team achieving the target score is processed as a winner, the other teams are processed as losers, scores of the respective teams are stored in the game database, and victory and defeat information is directed in the HUD of the user.   
     
     
         10 . The MMOFPS game service method of  claim 4 , further comprising, when the game is finished due to expiration of time, processing a team having a highest score as a winner and the other teams as losers, storing scores of the respective teams in the game database, and directing victory and defeat information in a head up display (HUD) of the user. 
     
     
         11 . A massively multiplayer online first person shooting (MMOFPS) game service system for providing a game service through a personal terminal connected with equipment serving as a game server via a network, the MMOFPS game service system comprising:
 the equipment serving as a game server including a membership module managing a number of accessing teams, and a game control module controlling check of normal states of an ally and enemy, restoration by a close action, and obtainment of winning points;   a game database configured to store health points (HP) and additional points (AP) of users, and the winning points; and   the personal terminal connected with the equipment serving as a game server via the network and configured to access an MMOFPS game service.   
     
     
         12 . The MMOFPS game service system of  claim 11 , wherein the membership module controls a game to be started only when the number of the accessing teams is a predetermined value or more. 
     
     
         13 . The MMOFPS game service system of  claims 11 , wherein the game control module manages a respawn point to enable rejoining, controls damages and states of users to be managed, processed and displayed, and directs updated information or an animation in a head up display (HUD).

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