Post
Sat Feb 08, 2014 2:17 am
#16
Re: An Investigation Into Hacking
This is one of those times that I don't feel smart enough to be here
Nah, you're falling for a verbal smokescreen tactic. The elaborate post boils down to "I want hacking in the game. And I want it in the form of a silly turn-based boardgame that has nothing to do with the core gameplay".MrPerson wrote:This is one of those times that I don't feel smart enough to be here
And that would differ where from simply "rolling dice", based on comparative system strength? Do you want to review the game between the two AIs? This has to be the single most assbackwards way of establishing whether there is a "hacked" state or not.I think it would be nice, if the automatic hacking would actually be simulated by putting two imperfect chess AI type things against each other. It would make more errors less CPU is assinged, and so get you "true" results.
Sounds correct. I read about how hacking actually works, and came up with this:Hardenberg wrote:*Angry-sounding snip*
It sounds pretty good. But how exactly does it support strategic, tactical and uninterested playstyles?Behemoth wrote:Sounds correct. I read about how hacking actually works, and came up with this:Hardenberg wrote:*Angry-sounding snip*
[...]
How do you like it? It's complex enough, simple enough, has no minigame, supports strategic, tactical and unintrested playstyles, and can fit in with the current systems.
This was specifically desinged to have no minigame. For the playstyles, I thought about it only for a second. Is it so, that strategic, tactical and unintrested can be summed up as Prepare, Adapt and Protect? If so, a strategic would scout and change programs (limited arsenal) accordingly, a tactic would invest in modifiability, and change the programs on the fly, and the uninterested would crank the protection up to lessen the effect.ThymineC wrote:It sounds pretty good. But how exactly does it support strategic, tactical and uninterested playstyles?Behemoth wrote:*snip*
Also, I kinda like the idea of minigames [...]
With your system, designing/crafting programs seems like it could be quite fun, but the actual hacking gameplay itself feels a bit basic, for my own taste at least. Like, I want there to be some kind of challenge in it, beyond just delivery of the virus.
Hardengberg wrote:The defense/duration paradigm needs a bit of work, though. There needs to be a way of shutting down the virus before it actually can do harm
ThymineC wrote:...Fourier transforms.
Doing "real" hacking would make the mechanic unusable for roughly 90% of the players, and I doubt that it'd be fun for the majority of the people who actually could pull it off. I agree that it needs a stand-in, but I'm unsure on the minigame approach.JoshParnell wrote:I think it's reasonable that hacking be one of the few / only real "minigames" in the game. The reason being that I don't know how you would make a "real" version of it without forcing the player to become extremely proficient in computer software. Scanner outputs are easy enough for the layman to learn to understand. Research, production, construction, management, piloting, etc...all easy enough to understand. Hacking? This is something that, in reality, the average gamer is not going to be able to understand. It's also something that, in reality, would probably be fairly boring - it's likely that hacking would be an instantaneous "access gained" or "failed" thing, unlikely that it would take time or that there would be any real mystery to it.
If someone wants to try to design a "real" hacking subsystem, e.g. having some kind of unix-like terminal and having to write / run programs, try to gain shell access on the enemy ship, search for OS vulnerabilities, deploy exploits, etc....feel free I'd love to read a design doc for that, but I have a feeling it would be rather difficult to make it approachable for the general gaming population. Just a feeling though!
So that being said, I think this discussion should be framed in terms of "it's ok for this to be a minigame."
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