In-game building that receives stat boosts from troops

US10016682B1 · US · B1

Patent metadata
FieldValue
Publication numberUS-10016682-B1
Application numberUS-201715607310-A
CountryUS
Kind codeB1
Filing dateMay 26, 2017
Priority dateSep 5, 2013
Publication dateJul 10, 2018
Grant dateJul 10, 2018

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A system and method for garrisoning virtual units in virtual structures such that the attributes of the virtual structure are modified to reflect the garrisoning of the virtual unit inside the virtual structure.

First claim

Opening claim text (preview).

What is claimed is: 1. A system for modifying attributes of a game space, the system comprising: one or more physical processors configured to execute non-transitory machine-readable instructions to: execute an instance of a game space, and to use the instance to effectuate transmission over a network of game state information derived from the instance of the online game to facilitate presentation of views of the game to users on client computing platforms associated with the users, wherein the game space is configured to facilitate interaction of the users with virtual structures and units; manage a virtual unit associated with a user; manage a virtual structure associated with a user; impart combat attributes on the virtual structure in response to virtually garrisoning the virtual unit in the virtual structure; and remove the virtual unit from a pool of virtual units associated with the user in response to virtually garrisoning the virtual unit in the virtual structure. 2. A system of claim 1 , wherein the modification of the combat attributes of the virtual structure is based on the virtual unit garrisoned in the virtual structure. 3. A system of claim 1 , wherein the one or more physical processors are further configured by non-transitory machine-readable instructions to allow a user to purchase upgrades for virtual units, structures, or units and structures, wherein upgrades modify attributes associated with the virtual unit, structure, or unit and structure being upgraded. 4. A system of claim 1 , wherein an image representing a virtual structure changes to reflect the modified combat attributes of the virtual structure. 5. A system of claim 1 , wherein the one or more physical processors are further configured by non-transitory machine-readable instructions to generate virtual units, structures, or units and structures. 6. A system of claim 1 , wherein the combat attributes imparted associated with garrisoning a virtual unit in a virtual structure cannot be reversed. 7. A system of claim 1 , wherein the combat attributes are at least one of: an ability to fire on infantry, an ability to fire on aircraft, ability to repair health, a rate of fire, or an amount of damage. 8. A system of claim 1 , wherein virtual units are configured to, when not garrisoned in a virtual structure, be deployed to battle opposing forces or positioned to defend a location, or both. 9. A computer implemented method for modifying combat attributes of a virtual structure in a game space, the method being implemented in a computer system that includes one or more physical processors configured by non-transitory machine-readable instructions that when executed by the one or more physical processors perform the method, the method comprising: executing, by the one or more physical processors, an instance of a game space, and using the instance to effectuate transmission over a network of game state information derived from the instance of the game to facilitate presentation of views of the online game to users on client computing platforms associated with the users, wherein the game space facilitates interaction of the users with the game spaces in response to commands received from the users; receiving, at the one or more physical processors, a request over a network from a client computing platform associated with a user to garrison a virtual unit in a virtual structure; imparting, by the one or more physical processors, a combat attribute on the virtual structure in response to the request to virtually garrison the virtual unit in the virtual structure; and removing, by the one or more physical processors, the virtual unit from a pool of virtual units associated with the user in response to virtually garrisoning the virtual unit in the virtual structure. 10. A method of claim 9 , wherein imparting the combat attributes of the virtual unit on the virtual structure is based on the virtual unit garrisoned in the virtual structure. 11. A method of claim 9 , further comprising allowing a user to purchase upgrades for virtual units, structures, or units and structures, wherein upgrades modify attributes associated with the virtual unit, structure, or unit and structure being upgraded. 12. A method of claim 9 , further comprising changing, by the one or more physical processors, an image representing a virtual structure to reflect the modified combat attributes of the virtual structure. 13. A method of claim 9 , further comprising generating, by the one or more physical processors, virtual units, structures, or units and structures. 14. A method of claim 9 , wherein imparting attributes associated with garrisoning a virtual unit in a virtual structure cannot be reversed. 15. A method of claim 9 , wherein the combat attributes are at least one of: an ability to fire on infantry, an ability to fire on aircraft, ability to repair health, a rate of fire, or an amount of damage. 16. A method of claim 9 , wherein virtual units are configured to, when not garrisoned in a virtual structure, be deployed, by the one or more physical processors, to battle opposing forces or positioned to defend a location, or both.

Assignees

Inventors

Classifications

  • Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence) · CPC title

  • Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding · CPC title

  • A63F13/58Primary

    by computing conditions of game characters, e.g. stamina, strength, motivation or energy level · CPC title

  • Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played · CPC title

  • Changing parameters of virtual cameras · CPC title

Patent family

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Frequently asked questions

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What does patent US10016682B1 cover?
A system and method for garrisoning virtual units in virtual structures such that the attributes of the virtual structure are modified to reflect the garrisoning of the virtual unit inside the virtual structure.
Who is the assignee on this patent?
Electronic Arts Inc, Electronics Arts Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/58. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jul 10 2018 00:00:00 GMT+0000 (Coordinated Universal Time) (B1). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 8 related publications on this page (citations in our corpus or others sharing the same primary CPC).