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Shadowswipe
WarRavens
13
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Posted - 2013.02.12 23:36:00 -
[1] - Quote
Counter-Hacking a console that is currently plagued by a virus has two major down falls.
1) You get no points for purging the virus from the control point 2) There are points of no return where the console is beyond saving
What I am going to suggest is that you reward players for trying to counter-hack in some way (even if it is just 10, 15, or 25 warpoints) and make it so that players can still save a console from being hacked, even if its at 99%. Here's how...
Starting a counter-hack should always be possible. Starting a counter-hack stops the virus from flipping the point, but progress is still tracked in case the counter-hacker dies. This way the defenders have a chance if they clear out the area before the point flips and the attackers could come back and ensure the hack goes through.
To make it more interesting and stressful as the hack timer nears completion, break up the hacking into multiple phases based on the progress of the virus. Each phase changes how counter-hacking reacts.
Phase 1 0-50% is basic easy removal of the virus that we currently have.
Phase 2 51-95% Hacking is marginally slower due to fact that the virus has taken hold of root programs, but solo hacking is still possible.
Phase 3 96-99% Solo hacking is impossible, at most a solo merc can stop the progression timer, basically barely staying ahead of the virus. Reversing the hack would take a second person for the extra computing power. Solo hackers could only hold it in a paused state for 5 or 10 seconds before the virus completes anyways. Adding additional counter-hackers will stop the virus from completing.
In all cases, if the counter-hacker is killed or gets interrupted, the progress bar fills to where it would have been if no counter-hacker was present. Phase 3 also has an added bonus of requiring teamwork, at least just a little bit.
TL:DR Reward us for counter-hacking and add the ability to "movie finish" at 99%. |
Shadowswipe
WarRavens
13
|
Posted - 2013.02.13 04:43:00 -
[2] - Quote
Terry Webber wrote:Getting points for counter-hacking has been mentioned before but your other ideas sound awesome. A +1 for you.
Ya, I knew it was, just wanted to jab it in there before the other idea. I also have ideas for advanced hacking where the virus hurts the counter-hacker physically while hacking. Or a fun idea of a virus that does a massive overload of dmg as it leaves the system based on the progress of the hack before the counter was started. Dmg could be individual, or shared across everyone involved in the counter-hack.
A module or equipment slot to do dmg to anti-hackers. I could definitely see this being used. Hell, it could actually be a fake hack and would not have flipped the point at all. |
Shadowswipe
WarRavens
13
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Posted - 2013.02.13 18:39:00 -
[3] - Quote
Eris Ernaga wrote:How about a virus stops if you start to re hack it?
That is what I was suggesting. Only with the added part that it still progresses to reward attackers that stop the counter in time. |
Shadowswipe
WarRavens
13
|
Posted - 2013.02.13 19:38:00 -
[4] - Quote
Val'herik Dorn wrote:I like the ideas in this thread.
I hate that I get no points for stopping a hack. But ill keep doing it because I enjoy denying people their 100 wp and keeping them from getting obs quite as fast.
Ya, I'm a bit like that too. I take pleasure in knowing I denied points to those that are not worthy. Also, counter-hacking the points will make it that much harder for them to come back if they are behind, and ensure that I get better isk and loot from being on the winning side. |
Shadowswipe
WarRavens
13
|
Posted - 2013.02.13 23:50:00 -
[5] - Quote
Metatron Celestias wrote:Other than the WP for successfully counter hacking, the hacking is fine. Your complaint for the virus to be too far gone is invalid as the proper modules and skills will get the job done. You want hacking to be easier so you don't have to invest in the resources for what youre asking for.
Actually, I want it to be harder the closer it gets to 100%.
In phase 1, 0-50%, it is the same as it is now. No skills required to counter-hack.
In phases 2 and 3 it would be harder to counter-hack.
Phase 2 would require a stronger hacker to reverse the virus in a timely manner, thus requiring more skills to do it more effectively. It would actually pay off more to have points into hacking skills with my changes.
Phase 3 would require a stronger hacker AND another teammate.
I don't want it to be easier, I want it to be more dynamic and reward to hacks and counter-hackers alike.
Furthermore, if you want to add to the original thought. In phases 2 and 3, it could take the skill of the hack into account and go from 51% to 100% hacked much faster if your hacking skills were higher, or had the right module. |
Shadowswipe
WarRavens
13
|
Posted - 2013.02.15 17:20:00 -
[6] - Quote
Hacking Vehicles with deadly viruses would be interesting too. Hacker implants a virus that when the driver hits the gas to move forward, even if they let off the gas, it keeps going full speed. It would be fun as hell to see a LAV take off full speed, go to slow down for a turn only to find out the break lines have been effectively cut.... BOOOOM!!!! |
Shadowswipe
WarRavens
13
|
Posted - 2013.02.18 15:47:00 -
[7] - Quote
chevere del'Piso wrote:Shadowswipe wrote:Counter-Hacking a console that is currently plagued by a virus has two major down falls.
Starting a counter-hack should always be possible. Starting a counter-hack stops the virus from flipping the point, but progress is still tracked in case the counter-hacker dies. This way the defenders have a chance if they clear out the area before the point flips and the attackers could come back and ensure the hack goes through.
No i believe that is you stop a counter hack it should slowly return back to control of who ever owns it. So if you get it to 50% and then have to stop to spend 5 seconds shooting someone trying to stop your counter hack, when you go back to hacking it'll be at 25% counter hack. etc. I think it would be too powerful if the counter hacking stayed static... once it was stopped... But everything else I agree with, they need to award points and all that.
I realized that the wording I used does not portray what I was thinking. Once a CH (counter-hacker) starts, the actual progress towards completing a hack does not stop, just the ability to flip point stops if there is a CH present and hacking. An easier way to put it is this.
Once a CH starts, the hack can not flip the point as long as one CH is presently working on the point. If they start the CH at 65%, the timer still goes up and can go all the way up to 99% but will stay at 99% as long as a CH is present. If they are interrupted or are killed at 99% before clearing the virus, the point flips immediately.
If you had reverse progress, people would be able to draw out a point fight intentionally or needlessly. The action could then become too stagnant at the point with it being in a constant hacked state. There needs to be an immanent threat of the hack going through to make sure it is tense enough to be fun. |
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