--- id: wiki-2026-0508-제로잉-getting-zero-ed title: 제로잉 (Getting Zero-ed) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Getting Zero-ed, Zero-ed Out, 제로잉, 영점잡기] duplicate_of: none source_trust_level: A confidence_score: 0.85 verification_status: applied tags: [game-design, rts, balance, attrition] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: typescript framework: ECS/Telemetry --- # 제로잉 (Getting Zero-ed) ## 매 한 줄 > **"매 player 의 economy/army 가 0 으로 수렴하는 collapse state"**. RTS / wargame 의 매 attrition end-state 로, recovery 가 mathematical 으로 불가능한 지점. 매 design 관점에서 매 surrender threshold + comeback mechanic 의 balance 문제. WARNO, StarCraft, Supreme Commander 의 매 핵심 lose-condition. ## 매 핵심 ### 매 zero-ed 의 정의 - **Economic zero**: 매 income < upkeep, reserve = 0 — 매 next unit produce 불가 - **Army zero**: 매 combat force = 0, defenseless — 매 base raze 매 frame - **Recovery threshold**: 매 economy 가 minimum production 회복 비용 미만 - **Mathematical lock**: 매 enemy income > my max income — recovery 불가능 ### 매 collapse spiral 1. Decisive engagement loss → army -50% 2. Map control 상실 → income -30% 3. Production 의 idle → tech lag 4. Counter-attack 막을 force 부족 → base loss 5. 매 income < 0 → zero-ed ### 매 응용 1. Surrender prompt timing — 매 mathematical lock 감지 시 GG 권장. 2. AI difficulty — 매 plateau 직전 rubber-band. 3. Replay analytics — 매 zero-ed timestamp 가 match 의 climax. ## 💻 패턴 ### Zero-ed detection ```typescript type PlayerState = { economy: { income: number; upkeep: number; reserve: number } army: { combatPower: number; production: number } map: { controlPct: number } } function isZeroed(p: PlayerState, enemy: PlayerState): boolean { const netIncome = p.economy.income - p.economy.upkeep const cantBuild = p.economy.reserve < MIN_UNIT_COST && netIncome <= 0 const noArmy = p.army.combatPower < enemy.army.combatPower * 0.1 const lockedOut = p.economy.income < enemy.army.combatPower * UPKEEP_PER_POWER return cantBuild && noArmy && lockedOut } ``` ### Recovery threshold calc ```typescript function recoveryThreshold(p: PlayerState, ctx: GameCtx): number { // 매 economy 회복에 필요한 minimum reserve const baseTickCost = ctx.baseProductionCost const ramp = ctx.tickRampMultiplier // 매 5 ticks 안에 net positive 회복 가능한가 const need = baseTickCost * 5 - p.economy.income * 5 return Math.max(0, need) } function canRecover(p: PlayerState, ctx: GameCtx): boolean { return p.economy.reserve >= recoveryThreshold(p, ctx) } ``` ### Surrender prompt logic ```typescript class SurrenderPrompt { private confirmedZeroedAt: number | null = null check(p: PlayerState, enemy: PlayerState, now: number): boolean { if (!isZeroed(p, enemy)) { this.confirmedZeroedAt = null return false } if (this.confirmedZeroedAt === null) { this.confirmedZeroedAt = now return false } // 매 30 seconds 동안 zero-ed 유지 → prompt return now - this.confirmedZeroedAt > 30_000 } } ``` ### Comeback mechanic ```typescript function comebackBuff(p: PlayerState, enemy: PlayerState): Buff | null { const ratio = p.army.combatPower / (enemy.army.combatPower + 1) if (ratio > 0.4) return null // 매 underdog buff return { incomeMultiplier: 1.0 + (1 - ratio) * 0.3, productionSpeedMultiplier: 1.0 + (1 - ratio) * 0.2, durationTicks: 60, } } ``` ### Map control to income ```typescript function calcIncome(controlled: Region[], baseIncome: number): number { const total = controlled.reduce((s, r) => s + r.value, 0) // 매 diminishing returns return baseIncome + Math.sqrt(total) * 12 } ``` ### Spiral telemetry ```typescript function logSpiralEvent(p: PlayerState, prevTick: PlayerState, tick: number) { const armyDelta = p.army.combatPower - prevTick.army.combatPower const econDelta = p.economy.income - prevTick.economy.income if (armyDelta < -prevTick.army.combatPower * 0.3) { telemetry.emit("decisive_loss", { tick, lossPct: armyDelta / prevTick.army.combatPower }) } if (econDelta < -prevTick.economy.income * 0.2) { telemetry.emit("economy_collapse", { tick, dropPct: econDelta / prevTick.economy.income }) } } ``` ## 매 결정 기준 | 게임 mode | Zero-ed handling | |---|---| | Ranked 1v1 | 매 strict zero detection + GG prompt @ 30s lock | | Casual | 매 soft comeback buff at <40% army ratio | | Co-op vs AI | 매 ally rescue mechanic, no auto-surrender | | Tournament | 매 surrender 자유, no auto — strategic tilt | | Tutorial / Campaign | 매 mission-fail trigger, retry | **기본값**: detect + comeback buff + GG prompt at 30s confirmed zero. ## 🔗 Graph - 부모: [[전투 전술(Battle Strategies)]] · [[Game_Design]] - 변형: [[Permanent_Loss]] · [[Power_Creep]] - 응용: [[WARNO]] · [[Eugen_Systems]] · [[알비온_온라인(Albion_Online)]] - Adjacent: [[Telemetry_Balancing]] · [[Combat_Timeline_Difficulty_Scaling]] ## 🤖 LLM 활용 **언제**: post-match analysis 의 collapse moment 설명, design tuning rationale 작성. **언제 X**: 매 frame-tight detection — 매 deterministic check. ## ❌ 안티패턴 - **No surrender prompt**: 매 zero-ed 후 5분 farming — 매 user frustration. - **Over-tuned comeback**: 매 강한 underdog buff → skill 무의미. - **Hard recovery cliff**: 매 binary recovery, no gradient → 매 frustration spike. - **Missing telemetry**: 매 zero-ed timestamp 미수집 — design tuning 불가. ## 🧪 검증 / 중복 - Verified (Eugen WARNO matchmaking design notes, StarCraft 2 GG protocol). - 신뢰도 B+ (game-specific terminology). ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — zero-ed collapse detection + comeback patterns |