7.0 KiB
7.0 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-mobile-strike | Mobile Strike | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
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2026-05-10 | pending |
|
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
- Machine Zone Game of War (2014) — 매 direct progenitor.
- Final Fantasy XV: A New Empire — 매 same engine reskin.
- 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
- 부모: Game Monetization Strategy · 4X 시스템 (4X System)
- 변형: Final Fantasy XV- A New Empire · World War Rising · WARPLAN
- 응용: Iridium · 고래 유저 (Whale Players) · 이중 VIP 시스템 (Dual-layer VIP)
- Adjacent: Live Operations (LiveOps) · 하이브리드 수익화 · Dynamic Offers
🤖 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 |