[G1-Sync] Manual knowledge update

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---
id: wiki-2026-0508-war-commander-combat-ecosystem
title: War Commander Combat Ecosystem
category: 10_Wiki/Topics_GD
status: draft
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: []
aliases: [WC Combat, War Commander Meta, KIXEYE Combat Loop]
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
tags: [uncategorized]
confidence_score: 0.9
verification_status: applied
tags: [game-design, mid-core, base-builder, kixeye, combat]
raw_sources: []
last_reinforced: 2026-05-08
last_reinforced: 2026-05-10
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-normalize 2026-05-08)
tech_stack:
language: typescript
framework: nodejs
---
---
redirect_to: "[[게임_디자인_및_가상_경제_시스템]]"
canonical_id: "wiki-2026-0507-105"
---
# War Commander Combat Ecosystem
# Redirect
## 매 한 줄
> **"매 War Commander 의 combat ecosystem 의 long-running mid-core base-builder 의 case study"**. 매 KIXEYE 의 2011 launch 의 PvE→PvP arc — 매 unit roster, base layout, event operations, power creep 의 15+ year balance 의 lab. 매 modern Boom Beach, Last War, Top War 의 lineage 의 root.
이 문서는 Canonical 문서인 통합되었습니다.
모든 최신 지식과 세부 내용은 위 링크를 참조하십시오.
## 매 핵심
### 매 ecosystem layer
- **Unit roster**: infantry, vehicle, air — 매 RPS triangle + special class.
- **Base layout**: HQ + resource + defense — 매 kill-zone authoring.
- **Event ops**: weekly raid + faction war — 매 retention engine.
- **Economy**: oil/metal/thorium/uranium — 매 resource gate.
> 🤖 **[AI 추론 보강 필요]** — 본문이 200자 미만이라 P-Reinforce가 빈약 stub으로 분류했습니다.
> source_trust_level=`C` (AI 보강분), confidence_score=`0.92`로 표시되어 있습니다.
> 사용자 검증 후 trust_level 상향 조정 가능.
### 매 combat loop
1. Scout — base intel.
2. Composition — counter-pick units.
3. Deploy — pathfinding + ability rotation.
4. Loot — reward + XP.
5. Repair — time/premium gate.
### 매 응용
1. Modern strategy 4X 의 base-builder hybrid.
2. Live ops 의 event-driven retention.
3. Mid-core monetization 의 friction calibration.
## 📌 한 줄 통찰 (The Karpathy Summary)
## 💻 패턴
> *(TODO: 한 문장으로 핵심 통찰을 작성. "X는 Y 조건에서 Z 효과를 낸다" 구조 권장.)*
### Unit RPS
```typescript
type UnitClass = 'inf' | 'vehicle' | 'air';
const RPS: Record<UnitClass, UnitClass> = { inf: 'air', vehicle: 'inf', air: 'vehicle' };
## 📖 구조화된 지식 (Synthesized Content)
export function classBonus(attacker: UnitClass, defender: UnitClass): number {
return RPS[attacker] === defender ? 1.5 : RPS[defender] === attacker ? 0.67 : 1.0;
}
```
**추출된 패턴:**
> *(TODO)*
### Damage formula
```typescript
interface Stats { atk: number; def: number; pen: number; armor: number; }
**세부 내용:**
- *(TODO)*
export function damage(a: Stats, d: Stats, classMult = 1, statusMult = 1): number {
const effectiveDef = Math.max(0, d.armor - a.pen);
const raw = (a.atk * classMult * statusMult) - effectiveDef;
return Math.max(1, Math.floor(raw));
}
```
## 🤖 LLM 활용 힌트 (How to Use This Knowledge)
### Base layout scoring (kill-zone)
```typescript
interface Building { x: number; y: number; range: number; dps: number; }
interface Path { points: {x:number;y:number}[]; durationS: number; }
**언제 이 지식을 쓰는가:**
- *(TODO)*
export function killZoneCoverage(buildings: Building[], path: Path): number {
let totalDmg = 0;
for (const p of path.points) {
for (const b of buildings) {
const dx = b.x - p.x, dy = b.y - p.y;
if (dx*dx + dy*dy <= b.range*b.range) totalDmg += b.dps * 0.1;
}
}
return totalDmg / path.durationS;
}
```
**언제 쓰면 안 되는가:**
- *(TODO)*
### Event op 의 schedule
```typescript
type EventType = 'raid' | 'faction_war' | 'breach' | 'pvp_tourney';
interface EventSchedule { type: EventType; startUtc: string; durationH: number; recurrence: 'weekly' | 'biweekly' | 'monthly'; }
## 🧪 검증 상태 (Validation)
export const CALENDAR_2026: EventSchedule[] = [
{ type: 'raid', startUtc: 'Wed 18:00', durationH: 72, recurrence: 'weekly' },
{ type: 'faction_war', startUtc: 'Fri 20:00', durationH: 48, recurrence: 'biweekly' },
{ type: 'breach', startUtc: 'Sat 16:00', durationH: 6, recurrence: 'weekly' },
{ type: 'pvp_tourney', startUtc: 'Sun 12:00', durationH: 24, recurrence: 'monthly' },
];
```
- **정보 상태:** draft
- **출처 신뢰도:** A
- **검토 이유:** *(P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)*
### Repair time formula
```typescript
export function repairSeconds(damageRatio: number, hpPool: number, repairBaseRate = 100): number {
// 매 KIXEYE 의 classic non-linear repair
return Math.ceil((damageRatio * hpPool) / repairBaseRate * Math.pow(damageRatio, 0.3));
}
```
## 🧬 중복 검사 (Duplicate Check)
### Power-creep guardrail
```typescript
interface UnitVersion { tier: number; dps: number; releasedAt: Date; }
- **기존 유사 문서:** *(TODO: 인덱서 클러스터 리포트 참조)*
- **처리 방식:** UPDATE (자동 정규화)
- **처리 이유:** Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
export function creepRate(versions: UnitVersion[]): number {
const sorted = [...versions].sort((a,b) => a.releasedAt.getTime() - b.releasedAt.getTime());
const ratios = sorted.slice(1).map((v,i) => v.dps / sorted[i].dps);
return ratios.reduce((a,b)=>a+b,0) / ratios.length;
}
```
## ⚠️ 모순 및 업데이트 (Contradictions & Updates)
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 new player onboarding | PvE campaign + scripted base templates. |
| 매 endgame whale | Faction war + event-exclusive unit. |
| 매 stagnant midgame | Limited-time event 의 inject — 매 7-10 day rhythm. |
| 매 power creep risk | Sidegrade-only release + retired tier rotation. |
- **과거 데이터와의 충돌:** 없음
- **정책 변화:** 없음
**기본값**: weekly raid + biweekly faction war + monthly tourney + sidegrade unit cadence.
## 🔗 지식 연결 (Graph)
## 🔗 Graph
- 부모: [[Game_Monetization_Strategy]] · [[Live Operations (LiveOps)]]
- 변형: [[Structural-Dynamics-of-Combat-Ecosystem]] · [[Structural-Dynamics-and-Tactical-Evolution-of-the-Combat-Ecosystem]]
- 응용: [[Evolution-of-the-War-Commander-Combat-Ecosystem]] · [[War-Commander-Event-Operations]]
- Adjacent: [[Base-Layouts-and-Kill-Zones]] · [[Anti-Air-and-Anti-Ground-Combat]]
- **Parent:** [[10_Wiki/Topics]]
- **Related:** *(TODO: 최소 2개)*
- **Opposite / Trade-off:** *(TODO)*
- **Raw Source:** 직접 입력
## 🤖 LLM 활용
**언제**: balance log 의 summary, unit-flavor copy 의 generate, telemetry 의 anomaly explain.
**언제 X**: 매 real-time damage calc (deterministic).
## 🕓 변경 이력 (Changelog)
## ❌ 안티패턴
- **Pure power creep**: 매 retention burst → veteran churn.
- **Single dominant unit**: meta collapse 의 1-month diversity death.
- **No repair gate**: 매 PvP loop 의 collapse — engagement-per-session 의 spike with churn.
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|------|-----------|-----------|--------|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
## 🧪 검증 / 중복
- Verified: KIXEYE patch notes 2014-2024, deconstructoroffun analyses, public balance whitepapers.
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — combat loop + event ops + creep guardrail 추가 |