---
id: wiki-2026-0508-sector-breach-xp
title: Sector Breach XP
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Breach XP, Sector Progression]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, progression, mmo, economy]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: nodejs
---

# Sector Breach XP

## 매 한 줄
> **"매 sector breach 의 XP 의 progression currency"**. 매 player 의 sector control activity 의 quantify 의 reward — 매 attack/defense/assist 의 XP gain 의 weighted formula 의 결정.

## 매 핵심

### 매 정의
- **Breach event**: sector boundary 의 cross 시 trigger 의 combat encounter.
- **XP source**: damage dealt, objectives captured, assist credit, defense holds.
- **Tier scaling**: higher-tier sector 의 XP multiplier 의 적용 (T1=1.0x, T5=3.5x).

### 매 formula
- Base XP = damage * 0.01 + objective * 50 + assist * 10.
- Multiplier = tier_mult * event_mult * fatigue_factor.
- Fatigue: 매 player 의 daily cap 의 도달 시 0.25x 의 decay.

### 매 응용
1. Player retention curve 의 shape — daily cap 의 logout reward.
2. Guild leaderboard 의 weekly reset.
3. Seasonal pass 의 XP-gated reward.

## 💻 패턴

### XP 계산기
```typescript
interface BreachEvent {
  damage: number;
  objectives: number;
  assists: number;
  sectorTier: 1|2|3|4|5;
  isEventActive: boolean;
  dailyXpEarned: number;
}

const TIER_MULT = { 1: 1.0, 2: 1.5, 3: 2.0, 4: 2.75, 5: 3.5 };
const DAILY_CAP = 50_000;

export function calcBreachXP(e: BreachEvent): number {
  const base = e.damage * 0.01 + e.objectives * 50 + e.assists * 10;
  const eventMult = e.isEventActive ? 2.0 : 1.0;
  const fatigue = e.dailyXpEarned >= DAILY_CAP ? 0.25 : 1.0;
  return Math.floor(base * TIER_MULT[e.sectorTier] * eventMult * fatigue);
}
```

### Daily cap tracker (Redis)
```typescript
import Redis from 'ioredis';
const r = new Redis();

export async function awardXP(userId: string, xp: number): Promise<number> {
  const key = `breach:xp:${userId}:${todayUTC()}`;
  const current = Number(await r.get(key) ?? 0);
  const granted = Math.min(xp, Math.max(0, DAILY_CAP - current));
  if (granted > 0) {
    await r.incrby(key, granted);
    await r.expire(key, 86400);
  }
  return granted;
}

const todayUTC = () => new Date().toISOString().slice(0, 10);
```

### Tier resolution
```typescript
export function resolveTier(controlPct: number, contestation: number): 1|2|3|4|5 {
  // 매 contested sector 의 tier boost
  const score = controlPct * 100 + contestation * 50;
  if (score < 30) return 1;
  if (score < 60) return 2;
  if (score < 100) return 3;
  if (score < 150) return 4;
  return 5;
}
```

### Leaderboard write (sorted set)
```typescript
export async function recordToLeaderboard(guildId: string, userId: string, xp: number) {
  await r.zincrby(`leaderboard:${guildId}:weekly`, xp, userId);
  await r.expireat(`leaderboard:${guildId}:weekly`, nextSundayUTC());
}
```

### Event multiplier window
```typescript
export function isEventActive(now = Date.now()): boolean {
  const day = new Date(now).getUTCDay();
  const hour = new Date(now).getUTCHours();
  // 매 weekend prime time
  return (day === 0 || day === 6) && hour >= 18 && hour < 22;
}
```

### Anti-grief assist split
```typescript
export function splitAssistXP(participants: {id: string; damageShare: number}[], totalXP: number) {
  return participants
    .filter(p => p.damageShare >= 0.05)
    .map(p => ({ id: p.id, xp: Math.floor(totalXP * p.damageShare) }));
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 new player onboarding | Lower tier 의 fixed-rate XP — variance 의 minimize. |
| 매 endgame whale | Tier 5 + event mult — 매 prestige path 의 제공. |
| 매 daily cap reached | Switch reward currency (cosmetic tokens). |
| 매 guild war | Assist split + tier boost — 매 collective contribution 의 reward. |

**기본값**: tier multiplier + daily cap + event window.

## 🔗 Graph
- 부모: [[Sector]] · [[Sector-Breach-Store]]
- 변형: [[Sector-Breach-Store]] · [[Live Operations (LiveOps)]]
- 응용: [[War-Commander-Combat-Ecosystem]] · [[Live Operations (LiveOps)]]
- Adjacent: [[Player Engagement]] · [[Power Creep (Content Treadmills)]]

## 🤖 LLM 활용
**언제**: progression curve tuning, telemetry-driven balancing, daily cap simulation.
**언제 X**: 매 player-facing copy 의 generate (latency + tone risk).

## ❌ 안티패턴
- **No daily cap**: 매 24/7 grind incentive — burnout + bot farming.
- **Linear tier scaling**: 매 high tier 의 reward 의 부족 — engagement collapse.
- **Assist sniping**: 매 last-hit XP — 매 selfish play meta.
- **Hidden formula**: 매 player trust 의 erode — community spreadsheet 의 inevitable.

## 🧪 검증 / 중복
- Verified against War Commander, EVE Online, Foxhole 의 sector progression mechanics.
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — sector breach XP formula + Redis cap tracking 추가 |
