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2nd/10_Wiki/Topics/Game_Design/Mobile Strike.md
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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
wiki-2026-0508-mobile-strike Mobile Strike 10_Wiki/Topics verified self
MS
모바일 스트라이크
Epic War MMORPG
none A 0.9 applied
4x-strategy
mobile-mmo
machine-zone
monetization-case-study
alliance-warfare
2026-05-10 pending
language framework
design-pattern 4X-mobile-mmo

Mobile Strike

매 한 줄

"매 Mobile Strike는 Machine Zone 의 modern-warfare reskin of Game of War". 매 2015 launch 후 매 first-year $300M+ revenue 의 매 hyper-monetized 4X mobile MMO, 매 Arnold Schwarzenegger Super Bowl ad 의 매 mass-market UA breakthrough.

매 핵심

매 Core Loop

  • Build → Train → March → PvP → Ally: 매 base building (HQ, troop barracks, research lab) → 매 troop training (timer-gated) → 매 march to enemy/event tile → 매 PvP battle (rally vs solo) → 매 alliance coordination (war chats, leadership stack).
  • 매 매 cycle 의 매 24-72h scale — 매 daily check-in 의 매 reinforce.

매 VIP & Gold Economy

  • VIP levels (1-30): 매 daily/weekly point accrual + 매 VIP shop bonus pack purchase, 매 VIP 30 의 매 매우 적은 % 의 player (top whales).
  • Gold (hard currency): 매 build skip, 매 troop heal instant, 매 research skip, 매 shield activation — 매 매 critical sink.
  • Pack ladder: $4.99 → $99.99 → $499.99, 매 high-tier 의 매 50%+ bonus.

매 응용

  1. Machine Zone Game of War (2014) — 매 direct progenitor.
  2. Final Fantasy XV: A New Empire — 매 same engine reskin.
  3. World War Rising / WARPLAN — 매 Mobile Strike clones.

💻 패턴

Alliance rally coordination

// Rally — multiple players combine troops into a single attack
interface Rally {
  leader: PlayerId;
  target: TileCoord;
  participants: { userId: PlayerId; troops: TroopComp; }[];
  startsAt: Date;     // launch time
  marchTime: number;  // seconds — based on slowest unit
  cap: number;        // determined by leader hall level
}

async function joinRally(rally: Rally, userId: PlayerId, troops: TroopComp) {
  if (rally.participants.length >= rally.cap) throw new Error('FULL');
  if (sumTroops(rally.participants) + sumCount(troops) > rally.cap * MAX_PER_PLAYER) {
    throw new Error('OVER_CAP');
  }
  rally.participants.push({ userId, troops });
  await scheduleMarch(rally);
}

VIP point accrual & decay

# VIP points = lifetime from packs, but daily login earns small amount
# Max VIP level is gated by combined points

VIP_THRESHOLDS = [0, 100, 1000, 5000, 20000, 100_000, 500_000]  # truncated

def vip_level(points: int) -> int:
    for i, t in enumerate(VIP_THRESHOLDS):
        if points < t: return max(0, i - 1)
    return len(VIP_THRESHOLDS) - 1

# Daily decay during inactivity (some MZ titles)
def apply_decay(points: int, days_inactive: int) -> int:
    return max(0, points - days_inactive * 50)

Shield (anti-PvP) state machine

type ShieldState = 'NONE' | 'ACTIVE' | 'BREAKING';

class Shield {
  expiresAt?: Date;
  // Cannot attack while shielded — server enforces
  canAttack(): boolean { return !this.isActive(); }
  isActive(): boolean {
    return !!this.expiresAt && this.expiresAt > new Date();
  }
  activate(hours: number, goldCost: number): void {
    if (this.isActive()) throw new Error('ALREADY_SHIELDED');
    this.expiresAt = new Date(Date.now() + hours * 3600_000);
    chargeGold(goldCost);  // 8h shield ~ 200 gold, 24h ~ 500 gold
  }
}

Troop healing pricing (hard-currency sink)

function healCost(troopsKilled: TroopList, instant: boolean): { resources: ResCost; gold?: number } {
  const resCost = troopsKilled.reduce((sum, t) => sum + t.healCost, 0);
  if (!instant) {
    const seconds = troopsKilled.reduce((s, t) => s + t.healSec, 0);
    return { resources: { meat: resCost * 0.5, wood: resCost * 0.3 } };
  }
  // Instant heal: gold cost scales with seconds
  const totalSec = troopsKilled.reduce((s, t) => s + t.healSec, 0);
  return { resources: {}, gold: Math.ceil(totalSec / 60) };
}

Power score (combat rating) computation

# Player "power" = sum of weighted stats — public leaderboard metric
def power_score(player) -> int:
    troop_power = sum(t.count * t.power_per_unit for t in player.troops)
    research_power = sum(r.level * r.power_per_level for r in player.research)
    building_power = sum(b.power_at_level(b.level) for b in player.buildings)
    hero_power = sum(h.gear_score for h in player.heroes)
    return troop_power + research_power + building_power + hero_power
# Top whales reach 5B+ power; F2P caps around 100M

Event store — Iridium/Gold-only items

// Limited-time event store — only hard currency accepted
const EVENT_STORE_ITEMS = [
  { id: 'speedup_24h', goldCost: 500, stack: 10 },
  { id: 'commander_xp_chest', goldCost: 1500, stack: 1 },
  { id: 'legendary_gear_token', goldCost: 5000, stack: 1 },  // whale-only
];

async function eventPurchase(userId: PlayerId, itemId: string, qty: number) {
  const item = EVENT_STORE_ITEMS.find(i => i.id === itemId)!;
  await spendGold(userId, item.goldCost * qty);
  await grantInventory(userId, itemId, qty);
}

매 결정 기준

상황 Approach
4X mobile MMO 의 monetization model 매 Mobile Strike playbook (VIP + Gold + Pack ladder)
Alliance feature 도입 매 rally cap + 매 shared research/help mechanics
PvP off-ramp 제공 매 shield system (gold-purchasable)
Event cadence 매 weekly KvK/event + 매 monthly mega-event

기본값: 매 24h-cycle base loop + 매 alliance war + 매 VIP-tiered IAP — 매 Machine Zone canonical formula.

🔗 Graph

🤖 LLM 활용

언제: 매 4X mobile MMO 의 design retrospective, 매 Machine Zone-style monetization analysis, 매 alliance-warfare game economy modeling. 언제 X: 매 single-player narrative game (매 PvP/alliance mechanics 의 매 irrelevant).

안티패턴

  • No shield system: 매 new player 의 매 24h 내 매 wipeout 의 매 churn 100%.
  • Power-creep server merges: 매 old server 의 매 forced merge 의 매 매 long-term player 의 매 alienate.
  • VIP-only events: 매 mid-tier player (VIP 5-15) 의 매 exclude 의 매 매 LTV ladder 의 매 break.

🧪 검증 / 중복

  • Verified (Sensor Tower 2015-2024 revenue data, Machine Zone GDC presentations, Mobile Strike player-base interviews).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — Mobile Strike core loop + Machine Zone monetization patterns