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이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <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-플랫폼-저항성-platform-resistances | 플랫폼 저항성(Platform Resistances) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
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2026-05-10 | pending |
|
플랫폼 저항성(Platform Resistances)
매 한 줄
"매 platform 의 매 damage type 의 distinct resistance profile 의 가짐". 매 RTS / tactics game 의 combined-arms 의 mathematical backbone — 매 unit class (보병, 차륜, 궤도, 항공) 의 vs 매 weapon type (소화기, AP, HE, AT) 의 multiplier matrix 의 의 emergent rock-paper-scissors 의 generate.
매 핵심
매 resistance matrix 의 anatomy
- Platform axis: 매 unit chassis category — Infantry / Wheeled / Tracked / Helo / VTOL / Naval.
- Damage axis: 매 weapon damage class — Small Arms / HE / AP / HEAT / Energy.
- Cell value: 매 damage multiplier (0.0 = immune, 1.0 = neutral, 2.0+ = vulnerable).
- Asymmetry: 매 matrix 의 deliberate non-symmetric — 매 Infantry vs HE 의 4.0× 의 brutal, vs AP 의 0.3× 의 trivial.
매 design principle
- Hard counter: 매 cell ≥ 3.0 의 rare — 매 specific match-up 의 decisive (e.g. AT missile vs MBT).
- Soft counter: 매 1.2-2.0 의 common — 매 player choice 의 reward 의 X dictate.
- Identity 의 hint: 매 unit's resistance profile 의 매 role 의 communicate (light scout = high mobility / paper armor).
- No universal: 매 every unit 의 매 weakness 의 의 가짐 — combined-arms 의 force.
매 응용
- Wargame Red Dragon / WARNO 의 armor-vs-AP-front/side/rear matrix.
- StarCraft 2 의 light/armored/biological/mechanical/massive tag system.
- XCOM 2 의 pierce + shred + armor HP.
- Battle Brothers 의 cut/pierce/blunt vs body/head zone.
- AI rebalance loop: 매 telemetry 의 win-rate per matchup 의 LLM agent 의 propose tweak.
💻 패턴
Resistance matrix data (ScriptableObject)
// Unity 6.0 — ResistanceMatrix.asset
[CreateAssetMenu(menuName = "Combat/Resistance Matrix")]
public class ResistanceMatrix : ScriptableObject
{
public enum Platform { Infantry, Wheeled, Tracked, Helo, VTOL, Naval }
public enum DamageType { SmallArms, HE, AP, HEAT, Energy }
[System.Serializable]
public struct Row { public Platform platform; public float[] multipliers; }
public Row[] rows; // length = Platform.count, multipliers = DamageType.count
public float Lookup(Platform p, DamageType d)
=> rows[(int)p].multipliers[(int)d];
}
Damage application
public static class DamageResolver
{
public static float Apply(Unit target, float rawDamage, DamageType type, ResistanceMatrix matrix)
{
float mult = matrix.Lookup(target.Platform, type);
float effective = rawDamage * mult;
// armor mitigation 의 secondary layer
effective = Mathf.Max(0, effective - target.ArmorThickness * 0.1f);
target.HP -= effective;
return effective;
}
}
Default matrix (typical RTS values)
// Infantry: weak to HE, strong vs AP
// SmallArms HE AP HEAT Energy
// Infantry 1.0 4.0 0.3 0.5 1.0
// Wheeled 0.4 1.5 1.0 1.2 0.9
// Tracked 0.1 0.6 1.0 1.8 0.8
// Helo 1.2 0.8 0.5 1.0 1.3
// VTOL 1.0 0.7 0.4 0.9 1.4
// Naval 0.2 1.0 0.8 1.5 0.6
Frontal vs side/rear armor (Wargame style)
public enum HitFacing { Front, Side, Rear, Top }
public class ArmoredUnit : Unit
{
public float frontArmor, sideArmor, rearArmor, topArmor;
public float ArmorAt(HitFacing f) => f switch {
HitFacing.Front => frontArmor,
HitFacing.Side => sideArmor,
HitFacing.Rear => rearArmor,
HitFacing.Top => topArmor,
_ => frontArmor
};
}
Penetration roll
public static bool Penetrates(float ap, float armor)
{
// Wargame-style: AP - Armor = success threshold
int diff = Mathf.RoundToInt(ap - armor);
if (diff >= 3) return true; // overmatch
if (diff <= -3) return false; // bounces
float chance = 0.5f + diff * 0.15f;
return Random.value < chance;
}
Telemetry-driven rebalance
public class MatchupTelemetry
{
Dictionary<(Platform,DamageType), (int kills, int deaths)> stats = new();
public void Log(Platform attacker, DamageType dmg, Platform victim, bool killed)
{
var key = (victim, dmg);
if (!stats.ContainsKey(key)) stats[key] = (0,0);
var (k, d) = stats[key];
stats[key] = (killed ? k+1 : k, d+1);
}
public float WinRate(Platform victim, DamageType dmg)
=> stats.TryGetValue((victim, dmg), out var s) && s.deaths > 0
? (float)s.kills / s.deaths : 0.5f;
}
Editor matrix UI
[CustomEditor(typeof(ResistanceMatrix))]
public class ResistanceMatrixEditor : Editor
{
public override void OnInspectorGUI()
{
var m = (ResistanceMatrix)target;
EditorGUILayout.LabelField("Platform \\ Damage", EditorStyles.boldLabel);
// grid editor — 매 cell 의 colored by value (red = vulnerable, green = resistant)
for (int p = 0; p < m.rows.Length; p++) {
EditorGUILayout.BeginHorizontal();
for (int d = 0; d < m.rows[p].multipliers.Length; d++) {
float v = m.rows[p].multipliers[d];
GUI.backgroundColor = Color.Lerp(Color.green, Color.red, v / 4f);
m.rows[p].multipliers[d] = EditorGUILayout.FloatField(v, GUILayout.Width(50));
}
EditorGUILayout.EndHorizontal();
}
if (GUI.changed) EditorUtility.SetDirty(m);
}
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Symmetric 1v1 RTS | Light/Armored tag (StarCraft) — 매 simple, fast read |
| Realistic wargame | Platform × Damage × Facing matrix — 매 deep, slower |
| Mobile auto-battler | 3-type RPS (속성) — 매 one-glance readable |
| Tactics RPG | Damage type vs body zone — 매 narrative depth |
기본값: 매 6×5 platform×damage matrix + facing modifier — 매 readable + tactical.
🔗 Graph
- 부모: Combat-System
- 응용: Combined Arms (제병협동) 전술 · Mixed-Platoons
- Adjacent: Rock-Paper-Scissors
🤖 LLM 활용
언제: 매 matrix tuning — 매 telemetry CSV 의 LLM 의 feed 의 imbalanced cell 의 propose; 매 tooltip 자동생성 ("light infantry — HE 의 weak"). 언제 X: 매 core balance decision 의 designer judgment 의 require — LLM 의 raw suggestion 의 final 의 X.
❌ 안티패턴
- Universal counter: 매 1 unit 의 매 everything 의 beat — 매 RPS 의 collapse.
- Symmetric matrix: 매 every cell = 1.0 — 매 platform identity 의 disappear.
- Hidden multipliers: 매 player 의 매 matrix 의 의 see 의 X — counter-play 의 impossible.
- Facing 의 forget: 매 tank vs AT 의 frontal-only — 매 flanking play 의 dead.
🧪 검증 / 중복
- Verified (Wargame: Red Dragon armor-AP table; StarCraft 2 unit data).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — platform×damage matrix + facing armor patterns 추가 |