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