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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-섹터-분쟁-및-전초기지-전투-sector-warfare-a | 섹터 분쟁 및 전초기지 전투(Sector Warfare and Elite Event Operations) | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | applied |
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2026-05-10 | pending |
|
섹터 분쟁 및 전초기지 전투 (Sector Warfare and Elite Event Operations)
매 한 줄
"매 territory 점유 = 자원 + 정치 + 컨텐츠 의 3중 fly-wheel". RTS / MMO 의 sector warfare 는 단순 PvP 가 아닌, 섹터별 자원 ownership · 길드 정치 · scheduled elite event 가 결합된 emergent gameplay 시스템. 2026 기준 EVE Online 의 Faction Warfare, Foxhole War 100, Albion Online crystal league 가 대표 reference.
매 핵심
매 sector warfare 구성
- Territory map: 60-300 개 sector로 분할된 hex/voronoi grid.
- Ownership state: neutral / contested / claimed / reinforced.
- Capture mechanic: timer-based (siege window) + score (control points).
- Resource yield: 점유 시 길드 vault 에 hourly tick.
매 outpost (전초기지) battle
- 작은 PvP arena (10-40명).
- short cycle (15-30분) — 매시간 spawn.
- "Elite event" — 보스 NPC + objective + leaderboard.
- reward: BiS-tier currency, cosmetic, sector influence point.
매 응용
- End-game retention loop — raid 외의 endgame 컨텐츠.
- 길드 정치 driver — alliance 형성, betrayal, diplomacy.
- Esports / spectator mode — siege 기간 streaming spike.
💻 패턴
Sector graph + ownership
public class Sector {
public int Id;
public List<int> Adjacent;
public Guid? OwnerGuildId;
public DateTime CaptureWindowUtc;
public int ControlPoints;
public ResourceYield Yield;
}
public bool CanAttack(Sector s, Guid attackerGuild) =>
s.OwnerGuildId != attackerGuild &&
s.Adjacent.Any(a => Sectors[a].OwnerGuildId == attackerGuild);
Capture timer (siege window)
public bool IsSiegeOpen(Sector s) {
var now = DateTime.UtcNow;
return now >= s.CaptureWindowUtc &&
now < s.CaptureWindowUtc.AddHours(2);
}
// Defender chooses window during prime time → reduces off-hour ninja-cap.
Control point tick
public void TickControlPoints(Sector s, IEnumerable<Player> inZone) {
var byGuild = inZone.GroupBy(p => p.GuildId)
.Select(g => (g.Key, Count: g.Count()))
.OrderByDescending(x => x.Count).ToList();
if (byGuild.Count == 0) return;
var top = byGuild[0];
int delta = Math.Min(10, top.Count - (byGuild.Count > 1 ? byGuild[1].Count : 0));
s.ControlPoints += delta * (top.Key == s.OwnerGuildId ? -1 : +1);
if (s.ControlPoints >= 1000) Capture(s, top.Key);
}
Elite event spawn scheduler
public class EliteEventScheduler {
public IEnumerable<EliteEvent> NextHour() =>
Sectors.Where(s => s.Tier >= 3)
.Select(s => new EliteEvent {
SectorId = s.Id,
StartUtc = NextHalfHour(),
Boss = PickBoss(s.Tier),
RewardPool = s.Tier * 1000
});
}
Resource yield → guild vault
public void HourlyTick() {
foreach (var s in Sectors.Where(x => x.OwnerGuildId.HasValue)) {
var vault = GuildVaults[s.OwnerGuildId.Value];
vault.Add(s.Yield.Currency, s.Yield.Amount * UpkeepMultiplier(s));
}
}
double UpkeepMultiplier(Sector s) =>
Math.Max(0.2, 1 - 0.05 * NeighborsOwned(s.OwnerGuildId.Value));
Leaderboard for elite event
public record EliteScore(Guid PlayerId, double Damage, int Objectives);
public IEnumerable<EliteScore> Rank(EliteEvent e) =>
e.Participants
.Select(p => new EliteScore(p.Id, p.Damage, p.Objectives))
.OrderByDescending(s => s.Objectives * 1000 + s.Damage);
매 결정 기준
| 상황 | Approach |
|---|---|
| 신규 길드 진입 장벽 | tier-1 sector (PvE) → tier-3 (siege) gradient. |
| Off-hour ninja-cap | defender-set siege window 2h. |
| Zerg 길드 압도 | upkeep multiplier penalty 로 over-extension 방지. |
| Population imbalance | underdog buff (faction warfare style). |
기본값: 100-150 sector · 2h siege window · 1h elite event tick · 5% upkeep per neighbor.
🔗 Graph
🤖 LLM 활용
언제: territory game 디자인 검토, capture/upkeep balance simulation. 언제 X: solo player game — sector warfare 는 길드 layer 전제.
❌ 안티패턴
- 24/7 capturable: 무방어 시간대 ninja-cap 으로 핵심 길드 이탈.
- Winner-take-all yield: 1위 길드 독식 → 신규 진입 봉쇄.
- No reset cycle: 6개월+ 점유 시 stagnation. 분기별 reset 권장.
- Elite event 보상 = BiS only: 비참여 player 의 incentive 박탈.
🧪 검증 / 중복
- Verified (EVE Online dev blogs, Foxhole postmortems, Albion patch notes).
- 신뢰도 B — community-documented best practices.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — sector warfare + elite event ops |