---
id: wiki-2026-0508-섹터-분쟁-및-전초기지-전투-sector-warfare-a
title: 섹터 분쟁 및 전초기지 전투(Sector Warfare and Elite Event Operations)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Sector Warfare, Elite Event, RTS Territory Control]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-design, rts, territory-control, mmo, pvp]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: csharp
  framework: game-server
---

# 섹터 분쟁 및 전초기지 전투 (Sector Warfare and Elite Event Operations)

## 매 한 줄
> **"매 territory 점유 = 자원 + 정치 + 컨텐츠 의 3중 fly-wheel"**. RTS / MMO 의 sector warfare 는 단순 PvP 가 아닌, 섹터별 자원 ownership · 길드 정치 · scheduled elite event 가 결합된 emergent gameplay 시스템. 2026 기준 EVE Online 의 Faction Warfare, Foxhole War 100, Albion Online crystal league 가 대표 reference.

## 매 핵심

### 매 sector warfare 구성
- **Territory map**: 60-300 개 sector로 분할된 hex/voronoi grid.
- **Ownership state**: neutral / contested / claimed / reinforced.
- **Capture mechanic**: timer-based (siege window) + score (control points).
- **Resource yield**: 점유 시 길드 vault 에 hourly tick.

### 매 outpost (전초기지) battle
- 작은 PvP arena (10-40명).
- short cycle (15-30분) — 매시간 spawn.
- "Elite event" — 보스 NPC + objective + leaderboard.
- reward: BiS-tier currency, cosmetic, sector influence point.

### 매 응용
1. End-game retention loop — raid 외의 endgame 컨텐츠.
2. 길드 정치 driver — alliance 형성, betrayal, diplomacy.
3. Esports / spectator mode — siege 기간 streaming spike.

## 💻 패턴

### Sector graph + ownership
```csharp
public class Sector {
    public int Id;
    public List<int> Adjacent;
    public Guid? OwnerGuildId;
    public DateTime CaptureWindowUtc;
    public int ControlPoints;
    public ResourceYield Yield;
}

public bool CanAttack(Sector s, Guid attackerGuild) =>
    s.OwnerGuildId != attackerGuild &&
    s.Adjacent.Any(a => Sectors[a].OwnerGuildId == attackerGuild);
```

### Capture timer (siege window)
```csharp
public bool IsSiegeOpen(Sector s) {
    var now = DateTime.UtcNow;
    return now >= s.CaptureWindowUtc &&
           now <  s.CaptureWindowUtc.AddHours(2);
}
// Defender chooses window during prime time → reduces off-hour ninja-cap.
```

### Control point tick
```csharp
public void TickControlPoints(Sector s, IEnumerable<Player> inZone) {
    var byGuild = inZone.GroupBy(p => p.GuildId)
                        .Select(g => (g.Key, Count: g.Count()))
                        .OrderByDescending(x => x.Count).ToList();
    if (byGuild.Count == 0) return;
    var top = byGuild[0];
    int delta = Math.Min(10, top.Count - (byGuild.Count > 1 ? byGuild[1].Count : 0));
    s.ControlPoints += delta * (top.Key == s.OwnerGuildId ? -1 : +1);
    if (s.ControlPoints >= 1000) Capture(s, top.Key);
}
```

### Elite event spawn scheduler
```csharp
public class EliteEventScheduler {
    public IEnumerable<EliteEvent> NextHour() =>
        Sectors.Where(s => s.Tier >= 3)
               .Select(s => new EliteEvent {
                   SectorId = s.Id,
                   StartUtc = NextHalfHour(),
                   Boss = PickBoss(s.Tier),
                   RewardPool = s.Tier * 1000
               });
}
```

### Resource yield → guild vault
```csharp
public void HourlyTick() {
    foreach (var s in Sectors.Where(x => x.OwnerGuildId.HasValue)) {
        var vault = GuildVaults[s.OwnerGuildId.Value];
        vault.Add(s.Yield.Currency, s.Yield.Amount * UpkeepMultiplier(s));
    }
}
double UpkeepMultiplier(Sector s) =>
    Math.Max(0.2, 1 - 0.05 * NeighborsOwned(s.OwnerGuildId.Value));
```

### Leaderboard for elite event
```csharp
public record EliteScore(Guid PlayerId, double Damage, int Objectives);
public IEnumerable<EliteScore> Rank(EliteEvent e) =>
    e.Participants
     .Select(p => new EliteScore(p.Id, p.Damage, p.Objectives))
     .OrderByDescending(s => s.Objectives * 1000 + s.Damage);
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 신규 길드 진입 장벽 | tier-1 sector (PvE) → tier-3 (siege) gradient. |
| Off-hour ninja-cap | defender-set siege window 2h. |
| Zerg 길드 압도 | upkeep multiplier penalty 로 over-extension 방지. |
| Population imbalance | underdog buff (faction warfare style). |

**기본값**: 100-150 sector · 2h siege window · 1h elite event tick · 5% upkeep per neighbor.

## 🔗 Graph

## 🤖 LLM 활용
**언제**: territory game 디자인 검토, capture/upkeep balance simulation.
**언제 X**: solo player game — sector warfare 는 길드 layer 전제.

## ❌ 안티패턴
- **24/7 capturable**: 무방어 시간대 ninja-cap 으로 핵심 길드 이탈.
- **Winner-take-all yield**: 1위 길드 독식 → 신규 진입 봉쇄.
- **No reset cycle**: 6개월+ 점유 시 stagnation. 분기별 reset 권장.
- **Elite event 보상 = BiS only**: 비참여 player 의 incentive 박탈.

## 🧪 검증 / 중복
- Verified (EVE Online dev blogs, Foxhole postmortems, Albion patch notes).
- 신뢰도 B — community-documented best practices.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — sector warfare + elite event ops |
