Video Game Tactical Execution System
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A Video Game Tactical Execution System is a video game subsystem that processes tactical commands and implements short-term maneuvers within adversarial gameplay contexts.
- AKA: Tactical System, Combat Execution System, Tactical Implementation System, Maneuver System.
- Context:
- It can typically execute Flanking Maneuvers through position calculation and movement coordination.
- It can typically perform Counter-Attacks by detecting opponent actions and triggering response sequences.
- It can typically coordinate Combo Execution through input buffering and timing windows.
- It can typically manage Ability Activation including cooldown tracking and resource consumption.
- It can typically handle Target Selection using priority algorithms and threat assessment.
- It can often support Animation Canceling for advanced techniques and skill expression.
- It can often enable Predictive Targeting through trajectory calculation and movement prediction.
- It can often implement Crowd Control Chains for sustained opponent disability.
- It can range from being a Simple Tactical System to being a Complex Tactical System, depending on its mechanical depth.
- It can range from being a Deterministic Tactical System to being a Probabilistic Tactical System, depending on its outcome calculation.
- It can range from being a Grid-Based Tactical System to being a Free-Form Tactical System, depending on its spatial model.
- It can range from being a Turn-Based Tactical System to being a Real-Time Tactical System, depending on its temporal structure.
- ...
- Example(s):
- FPS Tactical Systems, such as:
- MOBA Tactical Systems, such as:
- Fighting Game Tactical Systems, such as:
- RTS Tactical Systems, such as:
- ...
- Counter-Example(s):
- Strategic Planning System, which handles long-term decisions rather than immediate execution.
- Physics System, which simulates physical interactions without tactical context.
- Animation System, which renders visual representations without gameplay impact.
- See: Video Game Adversarial Strategy, Video Game Counter-Strategy System, Video Game Exploit Mechanism, Competitive Video Game System, Real-Time Tactics Video Game, Game Mechanics, Input System, Video Game AI Opponent, Adversarial Video Game Pattern.