9148c358d0
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5.9 KiB
5.9 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-sector-breach-store | Sector Breach Store | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
|
Sector Breach Store
매 한 줄
"매 event currency 의 최고 sink 는 매 limited-time store 다.". Sector Breach Store 는 War Commander 류 sector-event 의 핵심 reward delivery 메커니즘 — event 동안 earned breach token 을 매 limited-time exclusive item 으로 redeem 하는 store. 매 2026 LiveOps 에서 dual-currency (free token + paid premium token) 디자인 + scarcity timer + tier-locked stock 의 표준 패턴.
매 핵심
매 Store Anatomy
- Currency: breach token (event-specific, decays after event end)
- Stock tiers: common (unlimited) / rare (limited per player) / mythic (limited globally)
- Refresh cadence: rotating featured slots every 24h
- Decay rule: unused token → converted at fixed ratio or expired
매 Monetization Lever
- 매 paid premium token bundle = 매 fast-track to mythic stock
- 매 store-only skin = collector retention
- 매 last-day surge: 매 event final 24h 의 매출 peak (FOMO)
- 매 alliance discount: 매 social engagement gate
매 응용
- War Commander: sector breach event store.
- Mobile Strike: faction war supply depot.
- Clash Royale: clan war shop.
- Brawl Stars: ranked season shop.
💻 패턴
Pattern 1 — Store catalog schema
interface BreachStoreItem {
id: string;
rarity: 'common'|'rare'|'mythic';
costToken: number;
costPremiumToken?: number;
stockGlobal?: number;
stockPerPlayer?: number;
startsAt: number;
endsAt: number;
}
Pattern 2 — Purchase transaction
async function purchase(playerId: string, itemId: string, useTokenType: 'free'|'premium') {
return await db.transaction(async tx => {
const item = await tx.fetchItem(itemId);
const player = await tx.fetchPlayer(playerId);
if (Date.now() > item.endsAt) throw new Error('EVENT_ENDED');
const cost = useTokenType === 'premium' ? item.costPremiumToken! : item.costToken;
const balance = useTokenType === 'premium' ? player.premiumToken : player.token;
if (balance < cost) throw new Error('INSUFFICIENT_TOKEN');
if (item.stockPerPlayer && player.purchases[itemId] >= item.stockPerPlayer)
throw new Error('PER_PLAYER_LIMIT');
if (item.stockGlobal !== undefined) {
const remaining = await tx.decrementStock(itemId);
if (remaining < 0) throw new Error('SOLD_OUT');
}
await tx.deductToken(playerId, cost, useTokenType);
await tx.grantItem(playerId, itemId);
return { ok: true };
});
}
Pattern 3 — Featured rotation
function selectFeaturedSlots(catalog: BreachStoreItem[], rng: RNG, count = 4): BreachStoreItem[] {
const eligible = catalog.filter(i => i.rarity !== 'common');
return weightedSample(eligible, count, i => RARITY_WEIGHT[i.rarity], rng);
}
Pattern 4 — Token decay on event end
async function settleEventEnd(eventId: string) {
const players = await fetchEventParticipants(eventId);
for (const p of players) {
const leftover = p.token;
const refunded = Math.floor(leftover * 0.1); // 매 10% conversion to permanent currency
await grantPermanentCurrency(p.id, refunded);
await zeroEventToken(p.id, eventId);
}
}
Pattern 5 — FOMO surge banner
function shouldShowSurgeBanner(now: number, eventEndsAt: number): boolean {
const hoursLeft = (eventEndsAt - now) / 3600000;
return hoursLeft <= 24;
}
Pattern 6 — Anti-bot purchase rate-limit
const purchaseRate = new SlidingWindow({ windowMs: 60_000, max: 30 });
function checkPurchaseAllowed(playerId: string): boolean {
return purchaseRate.tryAcquire(playerId);
}
Pattern 7 — Alliance discount
function applyAllianceDiscount(cost: number, alliance: Alliance): number {
const tier = alliance.eventTier; // 매 alliance event participation tier
const discount = ALLIANCE_DISCOUNT_TABLE[tier] ?? 0;
return Math.ceil(cost * (1 - discount));
}
매 결정 기준
| 상황 | Approach |
|---|---|
| New event launch | Conservative stock, observe purchase telemetry |
| Repeat seasonal event | Rotate skins, keep core items consistent |
| Whale-targeted | Add premium-only mythic tier |
| F2P-friendly | Generous token earn rate, no premium gate on rare tier |
기본값: dual-currency, mythic stock global limit 1000, 24h featured rotation, 10% leftover-token conversion.
🔗 Graph
- 부모: Live Operations (LiveOps) · Game_Monetization_Strategy
- 변형: Sector-Breach-XP · Dynamic Offers
- 응용: War-Commander-Event-Operations · Sector
- Adjacent: Monetization at the Point of Friction · 맞춤형 IAP 번들(Customizable IAP bundles)
🤖 LLM 활용
언제: event store catalog design, currency decay rule 검토, FOMO surge 분석. 언제 X: persistent metagame store (event currency 부적합).
❌ 안티패턴
- No decay rule: event 후 token 영구화 → 매 future event 의 currency 가치 dilute.
- Premium-only mythic: f2p 의 ceiling 명확화 → 신규 유저 churn.
- No stock cap: scarcity 효과 사라짐 → 매출 떨어짐.
- Hidden cost change mid-event: trust 파괴 → community backlash.
🧪 검증 / 중복
- Verified (Kixeye War Commander event docs, GDC LiveOps talks 2023-2025).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — store anatomy + 7 patterns + transaction flow |