These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Hacking and Rubicon...

Author
Azami Nevinyrall
172.0.0.1
#1 - 2013-10-06 17:33:55 UTC
Just a random thought that came to me while drinking...

Hacking should be extended to POCOs, because...let's be honest here, null-sec entities will take over a great deal of them! Thus cornering the market...

Make it so it'll reduce the price or remove it altogether on transfers...

Hacking should also be extended towards Jump Bridges, hack it and you get a free pass essentially... Just more fuckery and "Poking the eyes" of others...

Please put more ideas on where you'd like Hacking to be expanded upon here! (in this thread, you cannot modify this post.........unless you're me or a Dev)

...

Ciaphas Cyne
Moira.
#2 - 2013-10-06 17:55:39 UTC
someone came up with the awesome idea of being able to shut down a star gate for a brief few seconds with hacking. id love to see that.

but yea any of the exploration mechanics should and could be implemented into the greater eve experience. right now outside of probes and scanning gank ships, exploration mechanics dont really feature outside in the greater eve world.

id say hacking anything to cause an effect would be awesome. like literally everything in game could be hacked to produce "X" effect. like a cloaky hacker infecting your ship to release its cargo hold into space? it could be the PvP version of the "grabbing cans" mechanic that so many fat-fingered older players hate and i kinda like haha.

"buff only the stuff I fly and nerf everything else"

  • you
Azami Nevinyrall
172.0.0.1
#3 - 2013-10-06 17:58:34 UTC
Actually I was thinking the same but never put it into here for random unknown reasons...

But my thought on that would be for Capitals (Titans especially) That a hack would offline a module...More then 1 person hacking the same ship would produce a stacking penalty of some sort, otherwise you'll have 200 ships hacking before shooting!

...

Luc Chastot
#4 - 2013-10-06 18:15:23 UTC
Hacking ships to adversely affect them in any way is as stupid as allowing boarding parties to take control or destroy a ship, unless you are given a direct way to defend yourself.

Make it idiot-proof and someone will make a better idiot.

Ciaphas Cyne
Moira.
#5 - 2013-10-06 18:57:17 UTC  |  Edited by: Ciaphas Cyne
Luc Chastot wrote:
Hacking ships to adversely affect them in any way is as stupid as allowing boarding parties to take control or destroy a ship, unless you are given a direct way to defend yourself.


its called shooting the frakker. read your own sig. dummy.

"buff only the stuff I fly and nerf everything else"

  • you
Luc Chastot
#6 - 2013-10-06 19:23:04 UTC
Ciaphas Cyne wrote:
Luc Chastot wrote:
Hacking ships to adversely affect them in any way is as stupid as allowing boarding parties to take control or destroy a ship, unless you are given a direct way to defend yourself.


its called shooting the frakker. read your own sig. dummy.

ECM - ECCM
TDs - TEs/TCs
Damps - SeBos
Hacking - Shooting back?

If it takes so long to hack another ship that they can completely stop the hacker by shooting at them, why introduce this at all? Waste of time and resources.

Make it idiot-proof and someone will make a better idiot.

Kenpo
The Guardians of the Beam
#7 - 2013-10-06 19:26:32 UTC
How about hacking customs offices, or those new siphoning deployable thingy's they will be putting into the game with Rubicon LolPirate

Caution, rubber gloves and faceshield required when handling this equipment.

Azami Nevinyrall
172.0.0.1
#8 - 2013-10-06 20:35:27 UTC  |  Edited by: Azami Nevinyrall
Kenpo wrote:
How about hacking customs offices, or those new siphoning deployable thingy's they will be putting into the game with Rubicon LolPirate

POCO = Player Owned Custom Offices

I'll let this one slide in case you didn't know that...

...if you did, read the first post very carefully!

Luc Chastot wrote:
If it takes so long to hack another ship that they can completely stop the hacker by shooting at them, why introduce this at all? Waste of time and resources.


Who said it would be easy?

Also, chances are that it'll be in a large fleet engagement. A gank wouldn't call for one, unless it's for ***** and giggles.

Hacking modules have a 5-6 KM Range, in a large...ish battle, enjoy keeping that range while trying not do die...

...

Kenpo
The Guardians of the Beam
#9 - 2013-10-06 21:11:59 UTC
Azami Nevinyrall wrote:
Kenpo wrote:
How about hacking customs offices, or those new siphoning deployable thingy's they will be putting into the game with Rubicon LolPirate

POCO = Player Owned Custom Offices

I'll let this one slide in case you didn't know that...

...if you did, read the first post very carefully!

Luc Chastot wrote:
If it takes so long to hack another ship that they can completely stop the hacker by shooting at them, why introduce this at all? Waste of time and resources.


Who said it would be easy?

Also, chances are that it'll be in a large fleet engagement. A gank wouldn't call for one, unless it's for ***** and giggles.

Hacking modules have a 5-6 KM Range, in a large...ish battle, enjoy keeping that range while trying not do die...



Sorry, I don't pay that much attention to acronyms. Don't really care either.

Caution, rubber gloves and faceshield required when handling this equipment.

Rykki Atruin
Independant Praetorian Corp
#10 - 2013-10-06 22:43:37 UTC
A successful hack on a POCO allows you to import/export *immediately* after said hack for no tax?

Any UNsuccessful hack results in not being allowed to import/export for a set period of time?

A history of UNsuccessful hacks renders each attempt more difficult and a history of successful hacks renders each following attempt easier?

Owners of the POCO are notified of unsuccessful hacks, but remain oblivious to successful hacks (unless they can see a log of import/export and associated fees).

I'd go for something like that. :)
Little Dragon Khamez
Guardians of the Underworld
#11 - 2013-10-06 22:53:27 UTC
Hacking is crap for a very simple reason. There's always been a very clear divide in eve between the player and the character. The player directs the character, the character trains all of the skills and thanks to cybernetic enhancements and pod technology has a god like mind.

The same character that runs the ship, co ordinating every ship system and station services like science and industry doesn't need the player to work out the tracking of his guns or aim directly at a target, neither does the character need any help from the player when it comes to remotely managing science and industry or communications with drones or sharing telemetry with other fleet members to get those bonuses. The player simply directs the character by choosing a target, by installing a manufacturing job. That's what the whole UI is about, directing your character. Given that the character has trained all of the skills necessary for hacking why am I (the player) being presented with a hacking mini game that makes me do the characters work for him? The character should either successfully hack or not and that's that. I'm sure that an eve capsular could assign some redundant cpu to it and such a feeble hacking mechanism would go on in the background of his mind whilst he or she is alertly checking for incoming ships. It shouldn't take up the bulk of his focus.

It's game breaking and spoils immersion and I'd like to see it gone because it transgresses the player/character divide. What's next should we have a missile flight mini game in which we direct missiles at our target by clicking around a maze to get the perfect firing solution. Also if I the player am doing all of the work what is the point of training skills?

Dumbing down of Eve Online will result in it's destruction...

Azami Nevinyrall
172.0.0.1
#12 - 2013-10-06 23:17:35 UTC
Rykki Atruin wrote:
A successful hack on a POCO allows you to import/export *immediately* after said hack for no tax?

Any UNsuccessful hack results in not being allowed to import/export for a set period of time?

A history of UNsuccessful hacks renders each attempt more difficult and a history of successful hacks renders each following attempt easier?

Owners of the POCO are notified of unsuccessful hacks, but remain oblivious to successful hacks (unless they can see a log of import/export and associated fees).

I'd go for something like that. :)

A successful hack allows you to transfer goods for that time only, give it a timer for that one POCO...

An Unsuccessful hack allows you to transfer goods at tax rates, cooldown until you can hack that one POCO again...

Meh, history is in the past...leave it there!

Added stress on servers for notifications, also, can be an annoyance is a group decides to hack all your POCO's at once.....oh the spam!

...