f8b21af4be
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>
205 lines
6.5 KiB
Markdown
205 lines
6.5 KiB
Markdown
---
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id: wiki-2026-0508-world-war-rising
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title: World War Rising
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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: [WWR, World War Rising MMO]
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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: [4x-mobile, mmo-strategy, alliance-warfare, ww2-skin]
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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: Lua/C++
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framework: Cocos2d-x + custom server
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---
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# World War Rising
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## 매 한 줄
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> **"매 4X mobile MMO + WW2 skin"**. 매 IGG (Lords Mobile dev) 매 2018-launched WW2-themed MMO strategy. 매 Mobile Strike / Game of War lineage 매 commander gacha + alliance kingdom war + research tree + VIP layered monetization 의 standard mid-core 4X 의 instance. 매 매 매 LTV-driven design 의 textbook.
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## 매 핵심
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### 매 game loop
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1. **Build**: HQ + production buildings + defense.
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2. **Research**: 4 trees (Economy / Military / Defense / Combat).
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3. **Train troops**: T1-T11 tier escalation, multi-day timers.
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4. **Gather**: Map resources (Food/Oil/Iron/Steel).
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5. **Attack/Defend**: PvP rallies, monster hunts.
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6. **Alliance**: Kingdom-wide warfare, capital siege events.
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### 매 monetization layers
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- **VIP**: 1-15 levels, $0.99-$10K spend total.
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- **Commanders (gacha)**: Pull 5-star unique commanders.
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- **Speedups**: 1m / 5m / 1h / 8h / 24h timer skip.
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- **Resource packs**: Food/Oil/Iron/Steel bundles.
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- **Event packs**: Limited-time bundles tied to LiveOps.
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### 매 social mechanics
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- 매 Alliance (max 100): chat, helps, donations, gifts.
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- 매 Kingdom (server): 1000-3000 players, 매 KvK warfare.
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- 매 Capital tier sieges: 매 monthly, 매 alliance-vs-alliance.
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- 매 cross-server events: 매 inter-kingdom raids.
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## 💻 패턴
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### Building upgrade timer
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```cpp
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struct Building {
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int level;
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std::chrono::system_clock::time_point upgradeEndsAt;
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bool upgradeActive;
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void StartUpgrade(int seconds) {
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upgradeActive = true;
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upgradeEndsAt = std::chrono::system_clock::now() + std::chrono::seconds(seconds);
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}
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bool TickComplete() {
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if (!upgradeActive) return false;
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if (std::chrono::system_clock::now() >= upgradeEndsAt) {
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level++;
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upgradeActive = false;
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return true;
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}
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return false;
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}
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int SecondsRemaining() const {
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if (!upgradeActive) return 0;
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auto rem = upgradeEndsAt - std::chrono::system_clock::now();
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return std::chrono::duration_cast<std::chrono::seconds>(rem).count();
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}
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};
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```
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### Speedup item application
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```lua
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function ApplySpeedup(buildingId, speedupSeconds)
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local b = state.buildings[buildingId]
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if not b.upgradeActive then return false end
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b.upgradeEndsAt = b.upgradeEndsAt - speedupSeconds
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if b.upgradeEndsAt <= os.time() then
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b.upgradeEndsAt = os.time()
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end
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Analytics.Log("speedup_used", { building=buildingId, seconds=speedupSeconds })
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return true
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end
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```
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### Commander gacha pull (10x)
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```lua
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local POOL = {
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common = { weight = 70, range = "C" },
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rare = { weight = 22, range = "R" },
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epic = { weight = 6, range = "E" },
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legend = { weight = 1.8,range = "L" },
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mythic = { weight = 0.2,range = "M" },
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}
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local function rollOne(ssrPityActive)
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if ssrPityActive then return PickFrom("legend") end
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local roll = math.random() * 100
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local cum = 0
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for tier, info in pairs(POOL) do
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cum = cum + info.weight
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if roll < cum then return PickFrom(tier) end
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end
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return PickFrom("common")
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end
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function PullTen(player)
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local results = {}
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local pity = (player.pullsSinceLastL >= 90)
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for i = 1, 10 do
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local c = rollOne(pity and i == 10)
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table.insert(results, c)
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if c.tier == "L" then player.pullsSinceLastL = 0
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else player.pullsSinceLastL = player.pullsSinceLastL + 1 end
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end
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return results
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end
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```
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### Alliance rally aggregation
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```cpp
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struct Rally {
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int leaderId;
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int targetId;
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std::vector<TroopBatch> participants;
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std::chrono::time_point<std::chrono::system_clock> launchAt;
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int maxJoiners;
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void Join(int playerId, TroopBatch troops) {
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if ((int)participants.size() >= maxJoiners) return;
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if (std::chrono::system_clock::now() >= launchAt) return;
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participants.push_back(troops);
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Notify(leaderId, "{} joined rally", playerId);
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}
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CombatPower TotalPower() const {
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CombatPower total{};
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for (const auto& p : participants) total += p.power();
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return total;
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}
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};
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```
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### VIP daily reward (tier-scaled)
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```python
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VIP_DAILY = {
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1: {"speedup_min": 5, "gold": 10},
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5: {"speedup_min": 30, "gold": 100, "resource_pack": "S"},
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10: {"speedup_min": 120, "gold": 500, "resource_pack": "M",
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"commander_token": 1},
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15: {"speedup_min": 480, "gold": 2000, "resource_pack": "L",
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"commander_token": 5, "exclusive_skin": True},
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}
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def grant_vip_daily(player):
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bucket = max(k for k in VIP_DAILY.keys() if k <= player.vip_level)
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rewards = VIP_DAILY[bucket]
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apply_rewards(player, rewards)
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log("vip_daily", player.id, bucket, rewards)
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```
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## 매 결정 기준
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| 상황 | Approach |
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| F2P player | Focus alliance gifts + daily login |
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| Mid-spender | VIP 8-10 + selective commander pulls |
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| Whale/leader | Capital siege investment + max VIP |
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| Kingdom war prep | Save speedups, train T11 troops |
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| Server merge incoming | Liquidate inflated resources |
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**기본값**: 매 alliance-first play + 매 daily VIP claim + 매 selective LiveOps participation.
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## 🔗 Graph
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- 변형: [[Mobile Strike]] · [[Game of War]]
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- 응용: [[Kingdom vs Kingdom]]
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- Adjacent: [[Gacha Mechanics Analysis]] · [[게임_디자인_및_가상_경제_시스템|VIP System]] · [[Power Creep (Content Treadmills)]]
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## 🤖 LLM 활용
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**언제**: 4X mobile MMO design reference, gacha + speedup + VIP layered monetization 의 case study.
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**언제 X**: Console RTS — 매 mobile timer-gated economy 의 model X.
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## ❌ 안티패턴
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- **Solo play**: 매 alliance 외 의 stuck — 매 mid-game wall 매 hit.
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- **Skip research**: 매 troop tier escalation 의 미달 — 매 KvK 의 outclassed.
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- **Hoarding speedups**: 매 server merge 의 anti-pattern — 매 strategic timing 필요.
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## 🧪 검증 / 중복
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- Verified (IGG WWR product page, AppMagic 2024 mid-core revenue data, community wiki).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — WWR 4X loop w/ gacha + VIP + rally |
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