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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
156 lines
5.5 KiB
Markdown
156 lines
5.5 KiB
Markdown
---
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id: wiki-2026-0508-jailing
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title: Jailing
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Player Jailing, Pinning, Lockdown Tactics]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, pvp, mmo-strategy, war-commander]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: design-pattern
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framework: pvp-strategy
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---
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# Jailing
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## 매 한 줄
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> **"매 victim 의 base 의 around 매 cordon 의 build → 매 movement 의 prevent"**. Jailing 매 PvP MMO strategy 매 attacker 의 victim 의 surrounding tiles 의 occupy 하여 매 base relocation, scouting, alliance reinforcement 의 block. War Commander, Last War, Mobile Strike 매 default war tactic.
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## 매 핵심
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### 매 Mechanics
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- **Tile occupation**: 매 victim base 의 adjacent grid cells 의 attacker units 의 station.
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- **Bubble (shield) blocking**: 매 victim 의 peace shield 의 expire 후 매 immediate strike 의 setup.
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- **Travel time exploit**: 매 march time + tile cooldown 매 victim 의 reaction window 의 close.
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### 매 Tactical Layers
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- **Solo jailing**: 매 1v1 attacker → defender 의 personal lockdown.
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- **Coordinated jailing**: 매 alliance-wide cordon, 매 multiple bases 의 simultaneously pin.
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- **Counter-jail**: 매 jailed player 의 alliance 의 rescue march 의 dispatch.
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### 매 응용
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1. Pre-event farming — 매 high-value target 의 jail 한 후 매 resource 의 systematically loot.
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2. War objective — 매 enemy alliance leader 의 jail 매 morale crash 의 induce.
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3. Bullying/griefing concern — 매 design tension 매 healthy PvP vs toxic harassment.
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## 💻 패턴
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### Tile occupation check
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```typescript
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interface Tile { x: number; y: number; occupantId: string | null; }
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interface Base { ownerId: string; x: number; y: number; }
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function isJailed(base: Base, tiles: Map<string, Tile>): boolean {
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const adjacent = [
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[-1, -1], [0, -1], [1, -1],
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[-1, 0], [1, 0],
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[-1, 1], [0, 1], [1, 1],
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];
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let blocked = 0;
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for (const [dx, dy] of adjacent) {
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const key = `${base.x + dx},${base.y + dy}`;
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const t = tiles.get(key);
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if (t?.occupantId && t.occupantId !== base.ownerId) blocked++;
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}
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return blocked >= 6; // 6/8 surrounding tiles occupied = jailed
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}
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```
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### Relocation block validator
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```typescript
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function canRelocate(base: Base, tiles: Map<string, Tile>, cooldownMs: number, lastMove: number): Result<Tile> {
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if (Date.now() - lastMove < cooldownMs) {
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return { ok: false, error: 'RELOCATE_COOLDOWN' };
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}
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if (isJailed(base, tiles)) {
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return { ok: false, error: 'JAILED_CANNOT_RELOCATE' };
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}
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return { ok: true, value: { x: base.x, y: base.y, occupantId: null } };
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}
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```
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### Alliance rescue march
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```typescript
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async function dispatchRescue(allianceId: string, jailedBaseId: string): Promise<MarchOrder[]> {
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const members = await getAllianceMembers(allianceId);
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const target = await getBase(jailedBaseId);
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return members
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.filter(m => marchTime(m.base, target) < 30 * MINUTE)
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.map(m => ({
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from: m.base,
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to: pickAdjacentEnemyTile(target),
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type: 'rally',
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arrivesAt: Date.now() + marchTime(m.base, target),
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}));
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}
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```
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### Jail timer + escape window
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```typescript
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class JailState {
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jailedAt: number | null = null;
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consecutiveJailMs = 0;
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tick(now: number, currentlyJailed: boolean) {
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if (currentlyJailed && this.jailedAt === null) this.jailedAt = now;
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if (currentlyJailed) this.consecutiveJailMs = now - (this.jailedAt ?? now);
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if (!currentlyJailed) { this.jailedAt = null; this.consecutiveJailMs = 0; }
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}
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// Mercy mechanic: 매 24h+ jailing 매 forced teleport
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shouldForceTeleport(): boolean { return this.consecutiveJailMs > 24 * HOUR; }
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}
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```
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### Anti-griefing throttle
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```typescript
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function canAttack(attacker: Player, defender: Player): boolean {
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const power = attacker.power / Math.max(1, defender.power);
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if (power > 5) return false; // 매 5x power gap 의 block
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if (defender.daysSinceInstall < 7) return false; // newbie protection
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return true;
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Hardcore PvP MMO (War Commander, Last War) | 매 jailing 의 core mechanic 의 enable |
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| Casual / mid-core | 매 24h jail cap + auto-teleport 의 mercy |
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| New player onboarding | 매 first 7 days 의 immune |
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| Whale-vs-newbie 의 mismatch | 매 power gap throttle 의 enforce |
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**기본값**: 매 jailing 의 enabled 하되 매 mercy timer + power throttle 의 always enforce.
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## 🔗 Graph
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- 부모: [[War Commander]]
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- 응용: [[Mobile Strike]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
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- Adjacent: [[Alliances-and-Sector-Hegemony]] · [[Defense-Buildings]] · [[Base-Layouts-and-Kill-Zones]]
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## 🤖 LLM 활용
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**언제**: Tactical guide drafting, alliance war debrief synthesis, anti-griefing policy copy.
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**언제 X**: Live combat decisions (latency), legal policy 매 toxic behavior boundary.
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## ❌ 안티패턴
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- **Unbounded jailing**: 매 mercy timer 매 absent 매 player churn 의 surge.
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- **No power throttle**: 매 whale 의 newbie 의 farm 매 acquisition funnel 의 destroy.
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- **Tile economy 의 absent**: 매 attacker 의 cost 매 zero 매 perpetual lockdown.
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- **Alliance rescue 의 broken**: 매 cooperative gameplay 매 stripped.
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## 🧪 검증 / 중복
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- Verified (War Commander community wikis, Mobile Strike PvP guides, MMO strategy literature 2024-2025).
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- 신뢰도 A-.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — jailing mechanics, tile occupation, anti-grief throttles |
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