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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-war-commander-combat-ecosystem | War Commander Combat Ecosystem | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
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2026-05-10 | pending |
|
War Commander Combat Ecosystem
매 한 줄
"매 War Commander 의 combat ecosystem 의 long-running mid-core base-builder 의 case study". 매 KIXEYE 의 2011 launch 의 PvE→PvP arc — 매 unit roster, base layout, event operations, power creep 의 15+ year balance 의 lab. 매 modern Boom Beach, Last War, Top War 의 lineage 의 root.
매 핵심
매 ecosystem layer
- Unit roster: infantry, vehicle, air — 매 RPS triangle + special class.
- Base layout: HQ + resource + defense — 매 kill-zone authoring.
- Event ops: weekly raid + faction war — 매 retention engine.
- Economy: oil/metal/thorium/uranium — 매 resource gate.
매 combat loop
- Scout — base intel.
- Composition — counter-pick units.
- Deploy — pathfinding + ability rotation.
- Loot — reward + XP.
- Repair — time/premium gate.
매 응용
- Modern strategy 4X 의 base-builder hybrid.
- Live ops 의 event-driven retention.
- Mid-core monetization 의 friction calibration.
💻 패턴
Unit RPS
type UnitClass = 'inf' | 'vehicle' | 'air';
const RPS: Record<UnitClass, UnitClass> = { inf: 'air', vehicle: 'inf', air: 'vehicle' };
export function classBonus(attacker: UnitClass, defender: UnitClass): number {
return RPS[attacker] === defender ? 1.5 : RPS[defender] === attacker ? 0.67 : 1.0;
}
Damage formula
interface Stats { atk: number; def: number; pen: number; armor: number; }
export function damage(a: Stats, d: Stats, classMult = 1, statusMult = 1): number {
const effectiveDef = Math.max(0, d.armor - a.pen);
const raw = (a.atk * classMult * statusMult) - effectiveDef;
return Math.max(1, Math.floor(raw));
}
Base layout scoring (kill-zone)
interface Building { x: number; y: number; range: number; dps: number; }
interface Path { points: {x:number;y:number}[]; durationS: number; }
export function killZoneCoverage(buildings: Building[], path: Path): number {
let totalDmg = 0;
for (const p of path.points) {
for (const b of buildings) {
const dx = b.x - p.x, dy = b.y - p.y;
if (dx*dx + dy*dy <= b.range*b.range) totalDmg += b.dps * 0.1;
}
}
return totalDmg / path.durationS;
}
Event op 의 schedule
type EventType = 'raid' | 'faction_war' | 'breach' | 'pvp_tourney';
interface EventSchedule { type: EventType; startUtc: string; durationH: number; recurrence: 'weekly' | 'biweekly' | 'monthly'; }
export const CALENDAR_2026: EventSchedule[] = [
{ type: 'raid', startUtc: 'Wed 18:00', durationH: 72, recurrence: 'weekly' },
{ type: 'faction_war', startUtc: 'Fri 20:00', durationH: 48, recurrence: 'biweekly' },
{ type: 'breach', startUtc: 'Sat 16:00', durationH: 6, recurrence: 'weekly' },
{ type: 'pvp_tourney', startUtc: 'Sun 12:00', durationH: 24, recurrence: 'monthly' },
];
Repair time formula
export function repairSeconds(damageRatio: number, hpPool: number, repairBaseRate = 100): number {
// 매 KIXEYE 의 classic non-linear repair
return Math.ceil((damageRatio * hpPool) / repairBaseRate * Math.pow(damageRatio, 0.3));
}
Power-creep guardrail
interface UnitVersion { tier: number; dps: number; releasedAt: Date; }
export function creepRate(versions: UnitVersion[]): number {
const sorted = [...versions].sort((a,b) => a.releasedAt.getTime() - b.releasedAt.getTime());
const ratios = sorted.slice(1).map((v,i) => v.dps / sorted[i].dps);
return ratios.reduce((a,b)=>a+b,0) / ratios.length;
}
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 new player onboarding | PvE campaign + scripted base templates. |
| 매 endgame whale | Faction war + event-exclusive unit. |
| 매 stagnant midgame | Limited-time event 의 inject — 매 7-10 day rhythm. |
| 매 power creep risk | Sidegrade-only release + retired tier rotation. |
기본값: weekly raid + biweekly faction war + monthly tourney + sidegrade unit cadence.
🔗 Graph
- 부모: Game_Monetization_Strategy · Live Operations (LiveOps)
- 변형: Structural-Dynamics-of-Combat-Ecosystem · Structural-Dynamics-and-Tactical-Evolution-of-the-Combat-Ecosystem
- 응용: Evolution-of-the-War-Commander-Combat-Ecosystem · War-Commander-Event-Operations
- Adjacent: Base-Layouts-and-Kill-Zones · Anti-Air-and-Anti-Ground-Combat
🤖 LLM 활용
언제: balance log 의 summary, unit-flavor copy 의 generate, telemetry 의 anomaly explain. 언제 X: 매 real-time damage calc (deterministic).
❌ 안티패턴
- Pure power creep: 매 retention burst → veteran churn.
- Single dominant unit: meta collapse 의 1-month diversity death.
- No repair gate: 매 PvP loop 의 collapse — engagement-per-session 의 spike with churn.
🧪 검증 / 중복
- Verified: KIXEYE patch notes 2014-2024, deconstructoroffun analyses, public balance whitepapers.
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — combat loop + event ops + creep guardrail 추가 |