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Yet Another Hacking Overhaul

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6 years ago
Feb 1, 2019, 1:24:26 PM

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:

  1. 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.
  2. 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.
  3. 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).
  4. 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:

  1. Offensive programs are now Operations and hack outcomes.
  2. No more limitation on active operations (except for Bandwidth).
  3. Current Offensive programs are now Utility programs. (unless you will want to remove these)
  4. Defensive programs now define trace speed and trace outcomes.
  5. Programs (especially Offensive programs) are now spread around all the quadrants. Programs in Economic quadrant effect economics, in Military quadrant – military and so on.
  6. Bandwidth buildings.
  7. 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.

Updated 18 days ago.
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6 years ago
Feb 1, 2019, 5:35:12 PM

The only issue that I see with choosing the hack option before you start actually hacking is that it might be invalid as soon as you reach the destination. Such as if you try to plant a sanctuary on a star system that's really far away and another empire colonizes it before you reach it. Now you just wasted your time with hacking. Otherwise I agree with these changes.

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6 years ago
Feb 2, 2019, 11:42:05 AM

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.

I personally went into the expansion and started toying with the mechanics, did not play the tutorial, and I personally found it fairly understandable. In general it is rather straight forward, and I quickly understood that hacking from futher away is safe but slow and choosing origin and targets systems close to eachother sacrifices that safety for speed. It could definitely be better guidelines in place, but its not that hard or obtuse. The only thing I personally would like to complain about is that there are no indicators, unless I am blind, of your planets harboring Sleepers even though they are clearly visible when hovering planets which just seems silly to me.


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.

This is can somewhat agree with, personally I have come to only bother using defensive programs in nodes I know are exposed, or are entry points, and my capital. I also find that I only use offensive ones when I play the Choir, as alot more time and importance lies in the hacking, and then usually only the one to increase hacking speed through a single or multiple nodes.


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).

I do agree there should be ways to combat your enemies' measures to you, but the Sleeper removal action being 'free' I feel is a reward for those who focus on Approval or have amassed the influence to apply the Saints & Sinners Bill. I'd much rather see other solution - just off the top of my head, perhaps a tech that allows the creation of two sleepers or something. 


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.

Agree on this last one, the Science quadrant should perhaps facilitate your own hacking and direct counter measures, but, for instance, the Empire Development quadrant could give access to buildings or actions that shield from potential hacking attemps and/or outcomes.


Given that, here is my idea for the hacking overhaul:

  1. Offensive programs are now Operations and hack outcomes.
  2. No more limitation on active operations (except for Bandwidth).
  3. Current Offensive programs are now Utility programs. (unless you will want to remove these)
  4. Defensive programs now define trace speed and trace outcomes.
  5. Programs (especially Offensive programs) are now spread around all the quadrants. Programs in Economic quadrant effect economics, in Military quadrant – military and so on.
  6. Bandwidth buildings.
  7. Scaling penalties for searching for sleepers.
  1. Think I agree with ThantosArigata here, that it might cause problems to choose the outcome before succesfully hacking something but, then again, that could be a layer of risk. 
  2. I personally like that Hacking Operations and Bandwidth is seperated, and would rather them add more operation slots available through research or whatnot. The reason I like the disconnect is because I feel a purely Bandwidth restricted system would far too heavily favour huge, sprawling empires with tons of Bandwidth buildings (yes a spoiler for point 6) and/or the Choir. And while, of course, the Choir should be the best at hacking there should be limits. 
  3. Sure, seems alright. Fewer buttons to press is always good in my book.
  4. Sounds great, and perhaps we could even have more outcomes.
  5. Makes sense to me, thumps up for a Program that converts a Pop or Sleeper into Essence.
  6. Yes! We need this! It would enable non-Choir empires to at least come close the Overmind's hacking skills.
  7. Already touched on this, but I see no reason to make penalties harsher. But there should still be counter play if you invest resources, like the aforemention Saints & Sinners Bill could make Pops immune to becoming Sleepers or the Larger Hosts Bill could periodically converts Sleeper pops to manpower.


Interesting ideas, for sure! Personally I do not mind the system as is, but if these things were implemented in a thoughtful manner it certainly sounds like an overall improvement, especially for the Choir as it might make them more interesting. 

Updated 6 years ago.
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