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Ship Hacking


Helaton

Suggestion

The idea is based on hacking enemy ships to gain an advantage in combat, and protecting your ships from hacking.

 

How it could work:

The hacking player selects the type of ability they wish to use on the target.  Based on the calculation of the victim ship's mass, victim's ship's firewall, the ability being used, and attacker's disruption/hacking power, it takes a specific amount of time for an ability to trigger.

 

Example:

A ship that is 10M in volume is attempting to hack the jump drive on the target ship to prevent it from escaping. The target ship is a small 1M volume ship. The attacker selects the Jump inhibitor ability (different ships can have different abilities active), and based off the victim ship not having any firewalls, the hack will complete in 5 seconds, and will be effective for 30 seconds (lose jump capability for 30s).

 

Safeguards

• After a hack wears off, the victim ship gains immunity to that hack for 30s (but can be affected by hacks of different types).

• Large power consumption while attempting the hack.

• Hacking abilities take up upgrade slots in your ship with corresponding hacking rarity: (Legendary, Exotic, Rare, etc.) These have attributes: Power draw, hacking multiplier, ability duration, time to hack.

• Hacks are executed automatically.  As soon as you select a target, the hacking process begins.

• Firewall abilities can also be taken up in upgrade slots.

• Like computer cores, a new ship module that enhances the effect or duration of the hack (as well as protects against hacks).

• New staff called Science Officers (or Intelligence Officers)

 

Example of Upgrade Chip

Targeting Virus - Normal

Hack: -10% Weapon Accuracy, -10% Weapon Firerate

Power Usage: 1.1GW (while hack is active)

Hacking Multiplier: 1.4

Ability Duration: 30s

Time to Hack: 15s

 

 

Targeting Virus - Legendary

Hack: -25% Weapon Accuracy, -25% Weapon Firerate, disables Independent Targeting

Power Usage: 4.2GW

Hacking Multiplier: 2.5

Ability Duration: 15s

Time to Hack: 30s

 

Q&A

How does the ship cyberwarfare module work?

It works like a crew quarters for your hacking staff.  It gives you a space for a pool of available science officers. More hacks/worse hacking multiplier = larger pool of science officers needed to execute hack or defend against one.

 

What is 'Hacking Multiplier'?

If you have 10 Intelligence Officers, doing 10 work units, with a a hacking multiplier of 2, its the same as needing 20 Officers doing the same work (you are losing work efficiency).

 

Why does that matter?

If you are up against a ship with a larger science officer contingent, they can overpower your hacking attempts to significantly delay the time to hack.

 

Types of abilities

• Anti-Jump - Blocks ship jumping

• Weapon Targeting - Lowers accuracy and fire rate.

• Engine - Lowers ship thrust

• Power Surge - Batteries unable to charge/discharge.

• Generator - Reduces generator output

• Life Support - Damages crew

• Shields - Reduces shield 'hardness'

 

and potentially a lot more (sky is really the limit).

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