No.203 / 280Action & reflex · Aiming & projectiles

Holding the Lock

Keep the reticle on the target, and only then does the lock complete.

Prototype complexity
Who plays
Solo decisions
Design focus
Precision · Time · Risk
Deep Rock GalacticNo.203Deep Rock Galactic

01The core loop

Action → feedback → next choice
  1. 01Put target in the frame
  2. 02Track it continuously
  3. 03Lock progress builds
  4. 04Fire once locked

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Your launcher needs a 1.5 s lock; an enemy mech strafes sideways and a soldier is behind you.

  2. T2

    Turn 2 · The player chooses

    You keep tracking the mech; at 1 s a tree briefly blocks the line.

  3. T3

    Turn 3 · The feedback

    Progress drops back to 0.5 s and the soldier hits you twice; you lock at 2.2 s and land the shot.

  4. T4

    Turn 4 · The next decision

    Low on health, you'll deal with the soldier before the next lock.

How it plays

A target must stay inside the lock zone for a while as a meter or tone builds. Leaving the zone drains or resets progress. Once locked, the shot usually homes in with high accuracy.

What the player weighs

  • Holding a lock limits movement and dodging
  • Locking multiple targets pays more but takes longer

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Deep Rock Galactic
D

Deep Rock Galactic

P1

The Engineer's LOK-1 Smart Rifle builds locks as you sweep the reticle over enemies, then fires homing rounds.

Titanfall 2
T

Titanfall 2

P2

The Smart Pistol auto-locks enemies near the reticle, needing multiple locks on pilots; anti-titan weapons like the Archer also require holding a lock (details hedged).

The difference worth noticing

Deep Rock uses locks against swarms; Titanfall 2 demands holding locks while staying mobile in fast PvP.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Holding the LockAiming & projectiles+

Hack security cameras to tag targets, and anything in a camera's view can be locked remotely, linking stealth and shooting.

Prototype this combo in Yoroll

→Follow the next idea

Aiming & projectilesNew

Charge and Release

Hold longer for more power, but enemies won't wait for you to finish.

Prototype complexity
Who plays
Solo decisions
  1. 01Hold to charge
  2. 02Read the charge cue
  3. 03Release on timing
  4. 04Resolve by charge level
Hades · Deep Rock Galactic
Aiming & projectilesNew

Graze for Resources

The closer the bullet, the bigger the payout—just don't get hit.

Prototype complexity
Who plays
Solo decisions
  1. 01Hug the bullet stream
  2. 02Brush past the hitbox
  3. 03Gain resources
  4. 04Spend it to strike back
Graze Counter GM · Touhou Luna Nights
Aiming & projectilesNew

Pause to Tighten Spread

Hold the trigger and shots scatter; ease off and they tighten again.

Prototype complexity
Who plays
Solo decisions
  1. 01Open fire
  2. 02Spread widens
  3. 03Release briefly
  4. 04Recover, then fire
Deep Rock Galactic · SYNTHETIK: Legion Rising
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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