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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>
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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-구역-통제-및-동맹-전쟁-sector-control-and | 구역 통제 및 동맹 전쟁 (Sector Control and Alliance Wars) | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | applied |
|
2026-05-10 | pending |
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구역 통제 및 동맹 전쟁 (Sector Control and Alliance Wars)
매 한 줄
"매 sector control 의 핵심 = 'persistent territorial map 의 alliance 의 collective effort 의 contested resource 의 yield'.". EVE Online (2003) sovereignty system 의 archetype → Albion Online / Foxhole / New World 의 modern iteration 의 inspire. 매 design 의 essence 의 individual action 의 macro-political consequence 의 mapping.
매 핵심
매 Core loop
- Map: hex / region grid 의 strategic value 의 differentiated (resource yield, choke point, trade route).
- Capture: timer-based PvP window (e.g., "vulnerability window") + objective control (capture point, structure).
- Hold: tax / upkeep / defense rotation.
- Lose: enemy capture or upkeep failure.
- Reward: tier-based resource extraction, alliance buffs, cosmetic / political prestige.
매 Alliance mechanics
- Diplomacy tiers: ally / neutral / NAP (non-aggression pact) / war.
- Permission structure: officer / diplomat / member roles.
- Asset sharing: alliance bank, shared structures.
- Coalition / bloc: meta-alliance of alliances.
매 War mechanics
- Declaration cost: gold / influence / cooldown — 매 frivolous war 의 prevent.
- Battle scoring: kills, objective captures, ticks held.
- Resolution: win / lose / draw → territory / reparation 의 transfer.
- Time-zone fairness: 매 prime time clash 의 across regions.
💻 패턴
Pattern 1: Sector data model
interface Sector {
id: string;
coordinates: [number, number];
tier: 1 | 2 | 3 | 4 | 5; // resource yield tier
controllingAllianceId: string | null;
vulnerabilityWindow: { start: string; end: string }; // UTC time range
upkeepDue: Date;
upkeepCostPerDay: number;
resourceNodes: ResourceNode[];
fortLevel: 0 | 1 | 2 | 3; // defensive structure tier
contestedBy: string | null; // attacker alliance ID, if active siege
}
interface Alliance {
id: string;
name: string;
leaderId: string;
members: GuildId[]; // alliance of guilds
treasury: number;
diplomacy: Map<AllianceId, DiplomaticState>;
controlledSectors: string[];
}
Pattern 2: Vulnerability window scheduler
function isVulnerable(sector: Sector, now: Date = new Date()): boolean {
const utcHour = now.getUTCHours();
const start = parseInt(sector.vulnerabilityWindow.start.slice(0, 2));
const end = parseInt(sector.vulnerabilityWindow.end.slice(0, 2));
return utcHour >= start && utcHour < end;
}
// Defender chooses 4-hour daily window to balance time-zone fairness
function setDefenderWindow(sector: Sector, startHourUTC: number) {
if (sector.controllingAllianceId === null) throw new Error('No owner');
sector.vulnerabilityWindow = {
start: `${String(startHourUTC).padStart(2, '0')}:00`,
end: `${String((startHourUTC + 4) % 24).padStart(2, '0')}:00`,
};
}
Pattern 3: Capture progress (objective control)
interface CaptureState {
attackers: number; // present units
defenders: number;
progress: number; // 0..100
}
function tickCapture(state: CaptureState, deltaSec: number): CaptureState {
const ratio = state.attackers / Math.max(1, state.defenders);
const rate = Math.min(2.0, Math.log2(ratio + 1)); // diminishing returns
const change = ratio > 1 ? rate * deltaSec : -0.5 * deltaSec;
return { ...state, progress: Math.max(0, Math.min(100, state.progress + change)) };
}
Pattern 4: War declaration + reparation
async function declareWar(attacker: Alliance, defender: Alliance) {
const cost = 100_000 + 50_000 * defender.controlledSectors.length;
if (attacker.treasury < cost) throw new Error('Insufficient treasury');
attacker.treasury -= cost;
attacker.diplomacy.set(defender.id, 'WAR');
defender.diplomacy.set(attacker.id, 'WAR');
await scheduleEvent({
type: 'WAR_END_CHECK',
delay: 7 * 24 * 3600, // 7-day war
payload: { attackerId: attacker.id, defenderId: defender.id },
});
}
Pattern 5: Upkeep tick (lose territory if unpaid)
async function dailyUpkeepTick() {
for (const sector of await db.getOwnedSectors()) {
const alliance = await db.getAlliance(sector.controllingAllianceId!);
if (alliance.treasury >= sector.upkeepCostPerDay) {
alliance.treasury -= sector.upkeepCostPerDay;
} else {
sector.controllingAllianceId = null; // sector goes neutral
await broadcast(`${sector.id} lost due to upkeep failure`);
}
}
}
Pattern 6: Battle outcome scoring
function resolveBattle(scoreboard: Scoreboard): 'attacker_win' | 'defender_win' | 'draw' {
const aScore = scoreboard.attackerKills * 10
+ scoreboard.attackerCaptures * 100
+ scoreboard.attackerTicks;
const dScore = scoreboard.defenderKills * 10
+ scoreboard.defenderCaptures * 100
+ scoreboard.defenderTicks * 1.2; // defender bonus
if (aScore > dScore * 1.1) return 'attacker_win';
if (dScore > aScore * 1.1) return 'defender_win';
return 'draw';
}
Pattern 7: Coalition diplomacy graph
function isHostile(allianceA: Alliance, allianceB: Alliance, coalitions: Coalition[]): boolean {
const direct = allianceA.diplomacy.get(allianceB.id);
if (direct === 'WAR') return true;
const sharedCoalition = coalitions.find(
c => c.members.includes(allianceA.id) && c.members.includes(allianceB.id)
);
return !sharedCoalition && direct !== 'ALLY' && direct !== 'NAP';
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Hardcore PvP / large-scale | EVE-style sovereignty + fixed windows |
| Casual / shorter session | Albion-style GvG (5v5) + scheduled |
| Persistent war / no respawn | Foxhole-style logistics-driven |
| Hybrid PvE / PvP | New World-style 50v50 invasion |
| Mobile / async | Lords Mobile-style turn-based skirmish |
기본값: timer-based vulnerability + objective capture + alliance diplomacy graph + upkeep system.
🔗 Graph
🤖 LLM 활용
언제: balance 의 simulation / war narrative 의 generation / political event 의 GM. 언제 X: 매 PvP balance 의 final tuning — 매 player playtesting 의 substitute 의 X.
❌ 안티패턴
- No vulnerability window: 매 24/7 attack 의 burnout 의 cause.
- Winner-take-all: 매 small alliance 의 entry 의 X → server stagnation.
- Free war declaration: 매 grief war / harassment 의 enable.
- No upkeep: 매 hoarding incentive → 매 territory 의 ossify.
- Time-zone unfair: 매 single peak window → off-region 의 永遠 disadvantage.
- No diplomacy depth: 매 binary friend/foe → 매 coalition politics 의 stillborn.
🧪 검증 / 중복
- Verified: EVE Online sovereignty mechanic docs, Albion Online GvG ruleset, Foxhole design articles, "MMO Architecture" (Bartle, Koster).
- 신뢰도 B (game-design domain, 매 some opinion-driven).
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full sector control / alliance war design |