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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

6.3 KiB

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-descendants-sector-control Descendants Sector Control 10_Wiki/Topics verified self
Sector Control Mechanic
Territory War Design
MMO Conquest System
none A 0.9 applied
game-design
mmo
territory-control
pvp
2026-05-10 pending
language framework
design-system mmo-pvp

Descendants Sector Control

매 한 줄

"매 territory 매 contested resource 가 될 때 매 emergent politics 가 매 등장한다". 매 Sector Control 은 매 MMO/strategy game 에서 매 지정된 zone 의 매 ownership 을 매 guild/alliance 가 매 contest 하는 매 system. 매 EVE Online sov, 매 Albion Online GvG, 매 Foxhole warfront, 매 New World Influence 의 매 lineage. 매 Descendants 의 매 variant 는 매 hybrid PvE-PvP capture 매 emphasis.

매 핵심

매 Capture Mechanic

  • 매 sector 마다 매 capture point (banner/relic/control node).
  • 매 capture window 매 vulnerability schedule (e.g., prime time only).
  • 매 contested 시 매 PvP enabled, 매 owned 시 매 passive income.

매 Reward Loop

  • 매 territory 보유 → 매 resource node 우선권.
  • 매 tax collection — 매 player transaction 의 매 % 가 매 owner guild 로.
  • 매 cosmetic flag/banner — 매 prestige.

매 Decay & Defense

  • 매 daily upkeep cost (매 defender attrition).
  • 매 capture cooldown (매 defender 가 매 reorganize).
  • 매 siege weapon 매 escalation tier.

매 응용

  1. EVE Online — Aegis sov + Citadels.
  2. Albion Online — GvG 5v5 territory battle.
  3. Foxhole — 매 logistics-driven persistent warfront.
  4. New World — 매 Company Influence campaign.

💻 패턴

Pattern 1: Sector State Machine

type SectorState = 'neutral' | 'contested' | 'owned' | 'siege' | 'cooldown';

interface Sector {
  id: string;
  state: SectorState;
  owner: GuildId | null;
  capture_progress: number;  // 0-100
  vulnerability_window: { start: Date; end: Date };
}

function tick(sector: Sector, attackers: PlayerCount, defenders: PlayerCount) {
  if (!inWindow(sector.vulnerability_window)) return;
  const delta = (attackers - defenders) * 0.5;
  sector.capture_progress = clamp(sector.capture_progress + delta, 0, 100);
  if (sector.capture_progress >= 100) transferOwnership(sector);
}

Pattern 2: Vulnerability Window

from datetime import time, timedelta

class VulnerabilitySchedule:
    def __init__(self, owner_timezone: str, window_hours: int = 4):
        self.owner_tz = owner_timezone
        self.window = window_hours

    def set_prime_time(self, start: time):
        # Owner declares 4-hour window per day
        # Prevents off-hours capture (no "night-cap")
        return (start, start + timedelta(hours=self.window))

    def is_attackable(self, now: datetime) -> bool:
        local = now.astimezone(self.owner_tz)
        start, end = self.set_prime_time(self.declared_start)
        return start <= local.time() <= end

Pattern 3: Tax Routing

struct SectorTax {
    rate: f64,  // e.g., 0.05 = 5%
    owner_guild: GuildId,
    treasury_split: HashMap<RankId, f64>,  // % per rank
}

impl SectorTax {
    fn on_transaction(&self, sale: &Sale) -> Result<()> {
        let tax = sale.amount * self.rate;
        treasury::deposit(self.owner_guild, tax)?;
        // Auto-distribute by rank policy
        for (rank, share) in &self.treasury_split {
            distribute_to_rank(self.owner_guild, *rank, tax * share);
        }
        Ok(())
    }
}

Pattern 4: Siege Escalation Tier

public enum SiegeTier { Skirmish, Assault, FullSiege }

public class SiegeManager {
    public SiegeTier EscalateBasedOn(int attackerCount, int defenseHp) {
        if (attackerCount < 10) return SiegeTier.Skirmish;       // small-scale
        if (defenseHp > 50_000) return SiegeTier.Assault;         // mid
        return SiegeTier.FullSiege;                                // unlock siege weapons
    }

    public void UnlockWeapons(SiegeTier tier) {
        switch (tier) {
            case SiegeTier.FullSiege:
                EnableTrebuchets();
                EnableBatteringRams();
                EnableMassPvP(maxPlayers: 100);
                break;
        }
    }
}

Pattern 5: Influence Decay

def daily_decay(sector, owner_activity_score):
    # If owner inactive, control points bleed off
    # Forces engagement; prevents perma-hoarding
    base_decay = 5.0
    activity_modifier = max(0.1, 1.0 - owner_activity_score)
    sector.control -= base_decay * activity_modifier
    if sector.control <= 0:
        sector.state = 'neutral'
        sector.owner = None

매 결정 기준

상황 Approach
매 small guild 매 inclusion 매 multi-tier sector — 매 small/mid/large
매 night-cap prevention 매 vulnerability window (declared prime time)
매 perma-dominance 방지 매 daily upkeep + 매 decay
매 economic incentive 부여 매 tax + 매 resource node priority
매 zerg 방지 매 player count cap per battle (e.g., 50v50)

기본값: 매 vulnerability window + tax + decay 매 3-pillar — 매 EVE/Albion 매 검증된 조합.

🔗 Graph

🤖 LLM 활용

언제: 매 MMO territory system 설계, 매 PvP balance 분석, 매 emergent politics 매 mechanic 도출. 언제 X: 매 instanced/lobby PvP (매 territory 개념 부재), 매 PvE-only game.

안티패턴

  • Night-capping: 매 vulnerability window 부재 — 매 off-hours 매 zerg 가 매 무방비 sector 점령.
  • No upkeep: 매 매 perma-hoarding 가능 — 매 stagnation.
  • Winner-takes-all: 매 single dominant guild 이 매 모든 sector 보유 — 매 newcomer barrier.
  • No cap on numbers: 매 zerg-ball 이 매 모든 contest 압살 — 매 skill irrelevant.
  • Tax 없음: 매 territory 의 매 economic incentive 부재 — 매 cosmetic only.

🧪 검증 / 중복

  • Verified (CCP devblogs on EVE sov, Sandbox Interactive Albion design talks, Siege Camp Foxhole postmortems).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — Sector Control 의 5-pillar (capture/window/tax/siege/decay) 분석