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To compensate, the drone hacking block takes a lot of energy and must be recharged. To make it as though it's a timed item.
If you place 4 or so on your own station not only will you be able to steal the ship of anyone who docks, but it will also prevent any hacking and anyone trying to hack you will give you more power.
To balance this, I think the machies should be less powerful alone, but if a player plays a mini-game then they will become much more powerful.
Edit: As more blocks are hacked, power of hacking could decrease, this is another way to make defencive hacking less powerful.
Allow server admins to set who can use these, time it takes, components it takes, firewall to hacking ratio and rather there has to be physical contact to the ship, distance. If you can do this, then we can use these as we wish.
Another idea is to have an ammo type that we use to attach a hacking component to the ship we . This way we would have to sneak in a drone or something and shoot the ship with this hacking ammo before we can make a connection.
If you add a mini game, Please make it optional. I always hated those things with picklocking, hacking unless you make it like indirection (I think that is how it is spelled) in elite dangerous where the person being hacked is fighting to keep something alligned with the person hacking. That might not be a bad one.
A robot like r2d2 that fits in a upgrade slot and can be changed out that helps protect the ship would be really cool looking. While your at it make them have different voices or beeps like, OH DEAR! I hate to inform you but a hack attempt has been started on your ship or beeb boop deep bob.
Also you can make it so they cannot be built, Only found on advanced alien ships or lost advanced civilizations. Finding one in a game then would be a huge boost to your empire. Or make it so that there is a VERY rare mineral needed to build a component on it. Maybe that can only be found on certian planets.
Its early, I will post some of my other ideas if someone else dosen't post them by then.
These are al really great ideas, I would be excited to have a config setup. Not really a big fan of the minigame idea, I was just paraphrasing from an old topic that was made a while back.
Ultimately though Kage will need to decide what to do if anything.
I like the idea of being able to target certain areas like stopping the ship. Make it so you can only stop the ship in the orginal hack and then have to place one in the middle of the ship (inside for large) This would make it so you would still have to get past the defenses and be able to repel boarding parties.) Electronic warfare is one of the few features missing from SE and this is a chance to really flesh it out.
Also has the advantage of the initial "cyber-warfare" fight happening in the firewalls before spreading to the rest of the ship.
Another consideration might be that hacking (and maybe firewall) blocks have an inventory and burn up computer parts to do their job. So an attacker won't just need the resources to build a hacking block, they'll need sufficient "fuel" to run the hacking block as long as possible.
Overall I think the advantage should lean towards the defender of a hacking attempt. The players/NPCs most vulnerable to attack would be the ones that don't prepare for it.
Other possibilites:
Wallbreaker - to crack that fire wall
Pacman - to evade antivirus software ghosts
Master Mind - to crack that password
Asteroids - because of the LOLs?
Space Invaders - because space
Tetris - no reason I can think of but it was a fun game and I someone already built a tetris game in SE https://www.youtube.com/watch?feature=player_detailpage&v=UHYXby5_QFA
1. Reduce the hack chance or increase the time between attempts. It's a little too aggressive right now.
a. If you had a GUI (see #4), you could set the block to require X successful attempts.
2. Require the block to be placed on a conveyor. (Trying to avoid simply placing the terminal on the hull and expecting results.)
a. Ideally, the Terminal hacks only the things connected to the conveyor.
b. For 'internal' systems, the terminal needs to be attached to a reactor or placed within X blocks of an otherwise connected system. This would give access to reactors and gyros.
c. The cockpit, in whatever form it's in, should never be hackable. This forces a player to fight to the bridge. It also wouldn't simply hack the thrusters for you either.
3. Have the terminal automatically shut down turrets. Having them fire at the same ship is distressing. I would assume simply telling the terminal to "turn off" all blocks would be better if you can't isolate turrets.
4. A GUI or other simple interface that indicates what it's working on, if it's failed, etc.
Other ideas:
1. Each terminal should have a given lifespan if placed on an enemy ship. (Internal battery or some such.)
2. Flag the terminal as a decoy. This should make turrets target it.
3. Selectable targets. i.e. "Turrets" (since we have access to all the systems via the terminal, we could create block groups for it to target).
4. If possible, tracking successes and failures. A block needs a certain number of successes to become "yours". After a certain number of failures the block either cannot be hacked by the terminal, is destroyed, etc.
5. Hacking the ship to self destruct. (Overload the reactors in a get-in, get-out assault.)