I gave my thoughts on how to improve the current hacking system without huge changes in my other topic. Here I will share changes, that will require a lot more drastic approach to the subject.
I will first outline my problems with the current system:
- Lack of transparency. Even after tutorial and many games with the system the best players still cant tell you what works and what doesn't.
- Lack of useful programs. While there are many programs to research and develop, not a single one seems to have any impact on you or your opponents. While that may be a symptom of problem 1, I do think that it was possible to not have this problem, while also having the lack of transparency.
- Lack of counter-counterplay options. In mid game it is pretty easy to get your Approval to 125%, then activate sleeper removal on all your planets. As long as you remove all sanctuaries from the planets, UC can not move into your territory unless they go to war (and they are really bad at it).
- Minor flaws. There doesn't seem to be a reason for levels of hacking outcomes (except for one Defensive program). The trace mechanics are too simple, yet very much not explained. Unlike Behemoth techs, hacking is localized in the bottom research quadrant.
Given that, here is my idea for the hacking overhaul:
- Offensive programs are now Operations and hack outcomes.
- No more limitation on active operations (except for Bandwidth).
- Current Offensive programs are now Utility programs. (unless you will want to remove these)
- Defensive programs now define trace speed and trace outcomes.
- Programs (especially Offensive programs) are now spread around all the quadrants. Programs in Economic quadrant effect economics, in Military quadrant – military and so on.
- Bandwidth buildings.
- Scaling penalties for searching for sleepers.
The whole process of choosing your hack is going to be mainly the same: choose starting location, choose route, choose target location and finally choose the outcome. But now you choose the outcome right after choosing the target instead of when the hack is complete. This change will also let players see what is possible with hacking.
Because hacking and tracing are tied to programs, each program can have it's own hacking speed. That means we can have faster programs that do little and slower programs that do a lot.
With removal of limit of active Operations, the only limit of hacking is going to be Bandwidth. That will allow players to choose between getting more Offensive programs and forgoing defense, or to go with Defensive programs, hoping to trace something juicy.
With higher requirements for Bandwidth it would be a good idea to have buildings capable of increasing it (unique buildings if you must). You can even just change the already present techs that give more active operation to the new Bandwidth increasers.
Finally, it would be good if searching for sleepers would take more and more resources the longer it is up.
I will probably update this post with the programs for this new system when I have the time. Would really love to hear some critique in order to improve the design.
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