---
id: wiki-2026-0508-mobile-strike
title: Mobile Strike
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [MS, 모바일 스트라이크, Epic War MMORPG]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [4x-strategy, mobile-mmo, machine-zone, monetization-case-study, alliance-warfare]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: design-pattern
  framework: 4X-mobile-mmo
---

# Mobile Strike

## 매 한 줄
> **"매 Mobile Strike는 Machine Zone 의 modern-warfare reskin of Game of War"**. 매 2015 launch 후 매 first-year $300M+ revenue 의 매 hyper-monetized 4X mobile MMO, 매 Arnold Schwarzenegger Super Bowl ad 의 매 mass-market UA breakthrough.

## 매 핵심

### 매 Core Loop
- **Build → Train → March → PvP → Ally**: 매 base building (HQ, troop barracks, research lab) → 매 troop training (timer-gated) → 매 march to enemy/event tile → 매 PvP battle (rally vs solo) → 매 alliance coordination (war chats, leadership stack).
- 매 매 cycle 의 매 24-72h scale — 매 daily check-in 의 매 reinforce.

### 매 VIP & Gold Economy
- **VIP levels (1-30)**: 매 daily/weekly point accrual + 매 VIP shop bonus pack purchase, 매 VIP 30 의 매 매우 적은 % 의 player (top whales).
- **Gold (hard currency)**: 매 build skip, 매 troop heal instant, 매 research skip, 매 shield activation — 매 매 critical sink.
- **Pack ladder**: $4.99 → $99.99 → $499.99, 매 high-tier 의 매 50%+ bonus.

### 매 응용
1. Machine Zone Game of War (2014) — 매 direct progenitor.
2. Final Fantasy XV: A New Empire — 매 same engine reskin.
3. World War Rising / WARPLAN — 매 Mobile Strike clones.

## 💻 패턴

### Alliance rally coordination
```typescript
// Rally — multiple players combine troops into a single attack
interface Rally {
  leader: PlayerId;
  target: TileCoord;
  participants: { userId: PlayerId; troops: TroopComp; }[];
  startsAt: Date;     // launch time
  marchTime: number;  // seconds — based on slowest unit
  cap: number;        // determined by leader hall level
}

async function joinRally(rally: Rally, userId: PlayerId, troops: TroopComp) {
  if (rally.participants.length >= rally.cap) throw new Error('FULL');
  if (sumTroops(rally.participants) + sumCount(troops) > rally.cap * MAX_PER_PLAYER) {
    throw new Error('OVER_CAP');
  }
  rally.participants.push({ userId, troops });
  await scheduleMarch(rally);
}
```

### VIP point accrual & decay
```python
# VIP points = lifetime from packs, but daily login earns small amount
# Max VIP level is gated by combined points

VIP_THRESHOLDS = [0, 100, 1000, 5000, 20000, 100_000, 500_000]  # truncated

def vip_level(points: int) -> int:
    for i, t in enumerate(VIP_THRESHOLDS):
        if points < t: return max(0, i - 1)
    return len(VIP_THRESHOLDS) - 1

# Daily decay during inactivity (some MZ titles)
def apply_decay(points: int, days_inactive: int) -> int:
    return max(0, points - days_inactive * 50)
```

### Shield (anti-PvP) state machine
```typescript
type ShieldState = 'NONE' | 'ACTIVE' | 'BREAKING';

class Shield {
  expiresAt?: Date;
  // Cannot attack while shielded — server enforces
  canAttack(): boolean { return !this.isActive(); }
  isActive(): boolean {
    return !!this.expiresAt && this.expiresAt > new Date();
  }
  activate(hours: number, goldCost: number): void {
    if (this.isActive()) throw new Error('ALREADY_SHIELDED');
    this.expiresAt = new Date(Date.now() + hours * 3600_000);
    chargeGold(goldCost);  // 8h shield ~ 200 gold, 24h ~ 500 gold
  }
}
```

### Troop healing pricing (hard-currency sink)
```typescript
function healCost(troopsKilled: TroopList, instant: boolean): { resources: ResCost; gold?: number } {
  const resCost = troopsKilled.reduce((sum, t) => sum + t.healCost, 0);
  if (!instant) {
    const seconds = troopsKilled.reduce((s, t) => s + t.healSec, 0);
    return { resources: { meat: resCost * 0.5, wood: resCost * 0.3 } };
  }
  // Instant heal: gold cost scales with seconds
  const totalSec = troopsKilled.reduce((s, t) => s + t.healSec, 0);
  return { resources: {}, gold: Math.ceil(totalSec / 60) };
}
```

### Power score (combat rating) computation
```python
# Player "power" = sum of weighted stats — public leaderboard metric
def power_score(player) -> int:
    troop_power = sum(t.count * t.power_per_unit for t in player.troops)
    research_power = sum(r.level * r.power_per_level for r in player.research)
    building_power = sum(b.power_at_level(b.level) for b in player.buildings)
    hero_power = sum(h.gear_score for h in player.heroes)
    return troop_power + research_power + building_power + hero_power
# Top whales reach 5B+ power; F2P caps around 100M
```

### Event store — Iridium/Gold-only items
```typescript
// Limited-time event store — only hard currency accepted
const EVENT_STORE_ITEMS = [
  { id: 'speedup_24h', goldCost: 500, stack: 10 },
  { id: 'commander_xp_chest', goldCost: 1500, stack: 1 },
  { id: 'legendary_gear_token', goldCost: 5000, stack: 1 },  // whale-only
];

async function eventPurchase(userId: PlayerId, itemId: string, qty: number) {
  const item = EVENT_STORE_ITEMS.find(i => i.id === itemId)!;
  await spendGold(userId, item.goldCost * qty);
  await grantInventory(userId, itemId, qty);
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 4X mobile MMO 의 monetization model | 매 Mobile Strike playbook (VIP + Gold + Pack ladder) |
| Alliance feature 도입 | 매 rally cap + 매 shared research/help mechanics |
| PvP off-ramp 제공 | 매 shield system (gold-purchasable) |
| Event cadence | 매 weekly KvK/event + 매 monthly mega-event |

**기본값**: 매 24h-cycle base loop + 매 alliance war + 매 VIP-tiered IAP — 매 Machine Zone canonical formula.

## 🔗 Graph
- 부모: [[Game Monetization Strategy]] · [[4X 시스템 (4X System)]]
- 변형: [[Final Fantasy XV- A New Empire]] · [[World War Rising]] · [[WARPLAN]]
- 응용: [[Iridium]] · [[고래 유저 (Whale Players)]] · [[이중 VIP 시스템 (Dual-layer VIP)]]
- Adjacent: [[Live Operations (LiveOps)]] · [[하이브리드 수익화]] · [[Dynamic Offers]]

## 🤖 LLM 활용
**언제**: 매 4X mobile MMO 의 design retrospective, 매 Machine Zone-style monetization analysis, 매 alliance-warfare game economy modeling.
**언제 X**: 매 single-player narrative game (매 PvP/alliance mechanics 의 매 irrelevant).

## ❌ 안티패턴
- **No shield system**: 매 new player 의 매 24h 내 매 wipeout 의 매 churn 100%.
- **Power-creep server merges**: 매 old server 의 매 forced merge 의 매 매 long-term player 의 매 alienate.
- **VIP-only events**: 매 mid-tier player (VIP 5-15) 의 매 exclude 의 매 매 LTV ladder 의 매 break.

## 🧪 검증 / 중복
- Verified (Sensor Tower 2015-2024 revenue data, Machine Zone GDC presentations, Mobile Strike player-base interviews).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Mobile Strike core loop + Machine Zone monetization patterns |
