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

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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-섹터-분쟁-및-전초기지-전투-sector-warfare-a 섹터 분쟁 및 전초기지 전투(Sector Warfare and Elite Event Operations) 10_Wiki/Topics verified self
Sector Warfare
Elite Event
RTS Territory Control
none B 0.85 applied
game-design
rts
territory-control
mmo
pvp
2026-05-10 pending
language framework
csharp game-server

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

  1. End-game retention loop — raid 외의 endgame 컨텐츠.
  2. 길드 정치 driver — alliance 형성, betrayal, diplomacy.
  3. 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