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>
274 lines
8.4 KiB
Markdown
274 lines
8.4 KiB
Markdown
---
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id: wiki-2026-0508-defensive-architecture
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title: Defensive Architecture (Game Design)
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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: [defensive architecture, base design, kill zone, RTS defense, square base, blitz base]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, rts, base-defense, kill-zone, layered-defense, 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: game design
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applicable_to: [Tower Defense, RTS, Game Architecture]
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---
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# Defensive Architecture
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## 매 한 줄
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> **"매 base 의 geometric layering"**. 매 attacker 의 multi-kill-zone 의 force. 매 cross-fire field. 매 modern: 매 platform-specific resistance + 매 EW (electronic warfare) bunker. 매 [[Combined Arms (제병협동) 전술]] + [[Baiting]] 의 응용.
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## 매 핵심 principle
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### Function > Form
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- 매 high-value 의 center.
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- 매 expendable 의 outer.
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### Layered Defense
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- 매 multiple ring.
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- 매 매 ring 의 specific role.
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- 매 attacker 의 매 ring 의 통과 의 force.
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### Kill Zone
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- 매 cross-fire of N turrets.
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- 매 attacker 의 most damage.
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### Funnel
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- 매 wall 의 narrow path.
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- 매 mine field + concentrated fire.
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### Heterogeneous defense
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- 매 다양한 turret type.
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- 매 매 damage type 의 cover.
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### 매 modern (Arc 2 / WARNO style)
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- 매 platform 의 50% damage type resistance ([[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]]).
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- 매 EW field (Nightwatch turbulence).
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- 매 mixed garrison.
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### 매 typical layout
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#### Square Base
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- 매 corner 의 turret.
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- 매 wall 의 perimeter.
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- 매 가장 generic.
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#### Blitz Base
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- 매 long-range turret 의 spread out.
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- 매 baiting 의 counter.
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#### Honey Pot
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- 매 fake weak spot.
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- 매 mine concentration.
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- 매 ambush.
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#### Ring base
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- 매 concentric defense.
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- 매 가장 expensive 가 매 strong.
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### 매 anti-baiting layout
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- 매 long-range hidden 의 spread.
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- 매 funnel attacker 의 mine.
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## 💻 패턴 (응용 — RTS / tower defense design)
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### Base layout validator
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```ts
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interface Building { id: string; type: string; pos: Vec2; range: number; }
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function validateLayout(buildings: Building[]): ValidationResult {
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const issues: string[] = [];
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// 매 1. core building 의 center 의 protect
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const cores = buildings.filter(b => b.type === 'command_center');
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for (const core of cores) {
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const enclosingRing = buildings.filter(b =>
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b.pos.distance(core.pos) < 30 && b.type !== 'command_center'
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);
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if (enclosingRing.length < 5) issues.push('Insufficient outer ring');
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}
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// 매 2. cross-fire coverage
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const turrets = buildings.filter(b => b.type === 'turret');
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for (const turret of turrets) {
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const overlap = turrets.filter(t =>
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t.id !== turret.id && t.pos.distance(turret.pos) < t.range + turret.range
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);
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if (overlap.length < 2) issues.push(`Turret ${turret.id} no cross-fire support`);
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}
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return issues;
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}
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```
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### Kill zone calculator
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```ts
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function killZoneIntensity(point: Vec2, turrets: Building[]): number {
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return turrets.filter(t => point.distance(t.pos) < t.range).length;
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}
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function generateKillZoneHeatmap(map: Map, turrets: Building[]): number[][] {
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const heatmap: number[][] = [];
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for (let y = 0; y < map.height; y++) {
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heatmap.push([]);
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for (let x = 0; x < map.width; x++) {
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heatmap[y].push(killZoneIntensity(new Vec2(x, y), turrets));
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}
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}
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return heatmap; // 매 visualize: 매 zones with 3+ overlapping turrets.
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}
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```
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### Funnel design
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```ts
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function computeFunnel(walls: Wall[], entry: Vec2): Path {
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// 매 path-finding 의 enemy 의 forced path.
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const blockedCells = walls.flatMap(w => w.cells);
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const path = aStar(entry, base.center, blockedCells);
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return path; // 매 매 cell 의 mine + 매 turret cover.
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}
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```
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### Layered ring (concentric)
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```ts
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function buildLayeredDefense(center: Vec2, levels = 3) {
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const layout: Building[] = [];
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// 매 매 ring
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for (let r = 1; r <= levels; r++) {
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const radius = r * 8;
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const turretCount = 4 * r; // 매 outer 가 더 많음
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for (let i = 0; i < turretCount; i++) {
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const angle = (2 * Math.PI * i) / turretCount;
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const pos = center.add(new Vec2(Math.cos(angle), Math.sin(angle)).mul(radius));
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layout.push({
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id: `ring${r}_${i}`,
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type: r === levels ? 'sniper_turret' : 'machine_gun_turret', // 매 outer 의 long-range
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pos,
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range: r === levels ? 25 : 15,
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});
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}
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}
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return layout;
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}
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```
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### Damage-type-aware deployment
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```ts
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function placeResistancePlatforms(threat_profile: DamageProfile, slots: Vec2[]) {
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// 매 [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] 참조
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const platforms: Building[] = [];
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// 매 매 expected attack type 의 counter
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if (threat_profile.burst > 0.3) {
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platforms.push({ type: 'support_reinforced', resists: 'burst', pos: slots.shift()! });
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}
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if (threat_profile.area > 0.3) {
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platforms.push({ type: 'support_insulated', resists: 'area', pos: slots.shift()! });
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}
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if (threat_profile.air > 0.4) {
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platforms.push({ type: 'support_aerojet', resists: 'air', pos: slots.shift()! });
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}
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return platforms;
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}
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```
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### Honey pot
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```ts
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function deployHoneyPot(weakLookingPath: Cell[]) {
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return [
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...weakLookingPath.flatMap(cell =>
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Math.random() < 0.7 ? [{ type: 'mine', pos: cell.pos }] : []
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),
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{ type: 'sniper_in_bunker', pos: weakLookingPath[0].pos.offset(2, 0) },
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];
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}
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```
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### Anti-bait positioning
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```ts
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function placeBaitProofUnit(unit: Unit, garrison_options: Vec2[]) {
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// 매 baiting 의 counter — 매 long-range + hidden + Hold Position
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const hiddenCover = garrison_options.find(p => isHidden(p) && hasLongRangeView(p));
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return {
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pos: hiddenCover,
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stance: 'hold_position', // 매 don't chase
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};
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}
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```
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### Defense effectiveness simulation
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```python
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def simulate_defense(layout, attacker_compositions, n_trials=1000):
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"""매 매 attacker composition 의 defeat rate."""
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results = {}
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for comp in attacker_compositions:
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defeats = sum(1 for _ in range(n_trials) if simulate_attack(layout, comp).defender_wins)
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results[comp.name] = defeats / n_trials
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return results
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```
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### Layout iteration loop
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```ts
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function evolveLayout(initial: Layout, attacker_pool: Composition[], generations = 50) {
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let current = initial;
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for (let g = 0; g < generations; g++) {
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const variants = mutateLayout(current, n=10);
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const scored = variants.map(v => ({
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layout: v,
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score: average(attacker_pool.map(a => simulateDefense(v, a))),
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}));
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current = scored.sort((a, b) => b.score - a.score)[0].layout;
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}
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return current;
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}
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```
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## 매 결정 기준
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| 상황 | Layout |
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| Generic | Square base + 4 corner turret |
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| Anti-bait | Blitz base (long-range spread) |
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| Vs heavy ground | Ring + AT specialist |
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| Vs air | Layered AA + Nightwatch EW |
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| Vs mortar | Spread + dispersion |
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| New base | Square baseline → 매 evolve |
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**기본값**: 매 layered + 매 cross-fire + 매 funnel + 매 platform-resistance + 매 anti-bait.
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## 🔗 Graph
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- 부모: [[Game-Design]]
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- 변형: [[Square-Base]] · [[Blitz-Base]]
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- 응용: [[Combat Controls Update (Feb 2014)]] · [[Combined Arms (제병협동) 전술]] · [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] · [[Combat-System-and-Bullet-Interaction-Pipeline]]
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- Adjacent: [[Baiting]] · [[CPTED]] (real-world parallel) · [[Boss-Orchestration-and-Gimmick-Management]]
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## 🤖 LLM 활용
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**언제**: 매 RTS / tower defense design. 매 base layout planning. 매 defense balance.
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**언제 X**: 매 abstract / non-spatial game.
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## ❌ 안티패턴
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- **Single layer**: 매 break-through 의 fast.
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- **No cross-fire**: 매 isolated turret 의 weak.
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- **Symmetric obvious**: 매 attacker 의 read.
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- **No funnel**: 매 mine 의 unutilized.
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- **No anti-bait**: 매 [[Baiting]] 의 vulnerable.
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- **All same damage type**: 매 single resistance 의 nullify.
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## 🧪 검증 / 중복
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- Verified (War Commander community, RTS design literature).
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- 신뢰도 B.
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- Related: [[Combat Controls Update (Feb 2014)]] · [[Combined Arms (제병협동) 전술]] · [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] · [[Baiting]] · [[CPTED]].
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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 — principle + layout type + 매 validator / kill zone / funnel / honey pot code |
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