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Player Features and Ideas Discussion

 
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Hacking expanded or "Guerilla warfare" content.

Author
Willmahh
#1 - 2014-05-09 20:13:36 UTC

They have already added siphons to ruins people day.


I think many more people would enjoy the NULL game if a more complex guerrilla warfare existed in NULL.
Game systems that allowed (and encouraged) an underhanded and covert way affect to power projection and SOV.
Content where small corps and large alliances both could execute covert operations to cripple enemy logistics in SOV Sapce.

What if hacking did more than open crackerjack boxes in data/relic sites?


Using the same mini-game found in exploration, What if the hacking skill (with new more specialized skills related to hacking) allowed players to:


- disable jump bridges temporarily

- disable docking restrictions on SOV stations temporarily

- offline sov modules (requiring owners to re-online them)

- disable losec gate guns temporarily (like 15-30 minutes)

- "reboot" NULL gates putting them out of order for 15-30 minutes


the effects would be things like:


- Small guerrilla teams could sabotage enemy alliances to disrupt logistics.

- Mercenary corps with new services to offer.

- mechanics that could prevent cap fleets from joining a battle.


These are just examples, of course, but I imagine all the emergent game-play that would ensue.

Hacking could be an actual play style and not just be limited to opening loot-spew boxes.
Aglais
Ice-Storm
#2 - 2014-05-09 20:31:58 UTC
I am all for adding additional ways for people to try to fight back against the "Big Blue Donut" in ways that don't force you to have equal or greater numbers, and honestly I can see the hacking minigame fitting in better with what you suggested than the loot spewing cans that I still don't quite know how to collect items from 100% of the time.

With a little tweaking these are all some solid suggestions, and IMO they would in fact bring hacking into being a very useful and well liked profession.
Little Dragon Khamez
Guardians of the Underworld
#3 - 2014-05-09 21:58:04 UTC
Willmahh wrote:

They have already added siphons to ruins people day.


I think many more people would enjoy the NULL game if a more complex guerrilla warfare existed in NULL.
Game systems that allowed (and encouraged) an underhanded and covert way affect to power projection and SOV.
Content where small corps and large alliances both could execute covert operations to cripple enemy logistics in SOV Sapce.

What if hacking did more than open crackerjack boxes in data/relic sites?


Using the same mini-game found in exploration, What if the hacking skill (with new more specialized skills related to hacking) allowed players to:


- disable jump bridges temporarily

- disable docking restrictions on SOV stations temporarily

- offline sov modules (requiring owners to re-online them)

- disable losec gate guns temporarily (like 15-30 minutes)

- "reboot" NULL gates putting them out of order for 15-30 minutes


the effects would be things like:


- Small guerrilla teams could sabotage enemy alliances to disrupt logistics.

- Mercenary corps with new services to offer.

- mechanics that could prevent cap fleets from joining a battle.


These are just examples, of course, but I imagine all the emergent game-play that would ensue.

Hacking could be an actual play style and not just be limited to opening loot-spew boxes.


Awesome idea, CCP please do this.

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

Xe'Cara'eos
A Big Enough Lever
#4 - 2014-05-09 22:12:01 UTC
the idea has merit - as long as sov modules aren't kept near sentry guns, that is.....

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Rayzilla Zaraki
Yin Jian Enterprises
#5 - 2014-05-09 22:44:52 UTC
+1

Asymmetrical warfare. Love it.

Gate campers are just Carebears with anger issues.

Nevyn Auscent
Broke Sauce
#6 - 2014-05-09 22:46:45 UTC
The problem is the scope of these changes.
Offlining your TCU at the right time of day, whoops, your Sov dropped.
Offlining your gate, well that's a permanent lockdown of an area of space using alts for total risk free farming.
All the items you listed are HUGE items.

First we need more small/mid range items as targets/objects in the area. Then your hacking idea can work on the small/mid range items that won't totally cripple an area of space. But still hurt it.
Linkxsc162534
Silent Scourge
#7 - 2014-05-09 23:13:32 UTC
Quote:
- disable jump bridges temporarily (my edit, make it about an hour, and the locals can hack it back online, or at least shave time off)

- disable docking restrictions on SOV stations temporarily


Of your suggestions, these would be the most easily acceptable to a lot of people for start
(actually I could revel in the joy of stalking down to null in a blockade runner with a hacking mod, or a friend who also has hacking. Breaking into a station and selling some stuff. Heavens knows all null corps are always in need of ammo, which the local indys aren't always up on making)

Also the trolling potential of the jump bridge jammer would be hilarious. Before your fleet goes on a roam through an area, send in a scout, and have them lock out the bridges for a half hour or so so that if a fight goes poorly, and you start trying to escape, they can't quite use their bridges to catch back up with you/get infront.

Offlining SOV mods, seems a little OP.

The lowsec gate guns seems ok-poor since they're often not much of a nuisance. If they added it so that null corps could add guns to their gates, and you'd be able to offline them for 5-10 mins, now we might have something to look into, but doubtful they'll ever add that.

Rebooting gates is way WAY OP in the current game. If they ever hit a point where players could construct their own gates (like some of the prophesied, "new" space that players will have to build everythign in.) Perhaps you could hack those down. But locking out any gate is extremely EXTREMELY powerful in the current game (actually didn't you used to be able to shoot gates till they offlined?) Especially for some dead end regions/systems.
Willmahh
#8 - 2014-05-10 14:35:00 UTC
i completely agree with everyone's comments regarding some of the examples being OP if used in the current game. They were examples after all :)

Balance could perhaps be achieved with the abilities to counter hack or defend against hacking.

-Re-hacking an affected terminal to bring it back online before the allotted delay.

-When a hacking attempt goes wrong, powerful defenses unleash on the hacker making it very risky.

-make the hacking mini-game take several "layers" to achieve results.

it HAS to be very hard for the reward it offers. there MUST be harsh penalties for failure.

anyway, in any form or fashion, i think adding the ability for small covert groups to attack and disrupt SOV holders would add welcomed new dimensions to the game.

a scenario i would like to see someday:

FC: - "What the hell is taking so long for those reinforcements, we're being creamed out here!"

Lieutentant: - "Sorry boss, guerrillas sabotaged the jump bridges. Patrols didn't notice it went down until now. We have 2 hackers working on getting it back up now! I estimate 15 minutes before we can get it rolling again."
Linkxsc162534
Silent Scourge
#9 - 2014-05-10 21:23:59 UTC
^
Perhaps a failed hacking attempt could cause an alert to the holders of whatever was hacked/a local message.
Also after the timer on whatever hack is up. It sends a similar message says "btw you got hacked"
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#10 - 2014-05-10 23:18:13 UTC  |  Edited by: epicurus ataraxia
Commando operations in Losec and Null sound a great mechanic.

Sneak in in a covert ops past the gate camp, and set gate guns, from light stun to EXTERMINATE! everything !Twisted.
Fail and you are SO very dead, succeed and hilarity ensues!

So many options for disruption and chaos, just like real saboteurs.

Wormholers will have a riot of giggles.

Pop in, set the hilarity to overload. cloak up at a safe distance, and watch the fun!

Just one idea, there are so many more options. some sensible and doable some just way beyond overpowered. they would need very careful implementation.
But either way a fabulous concept, we keep hearing that you should never feel safe anywhere. Make it true everywhere, and not just a phrase to repeat to Hisec players who have just been Ganked.Big smile

+ 1

There is one EvE. Many people. Many lifestyles. WE are EvE

Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2014-05-10 23:18:43 UTC
So you gain the ability to shut down sov modules. Does that mean the sov level drops to zero, or that the upgrades are just offlined? How does that interact with SBUs and TCUs? Can I bypass the entire sov system just by hacking something and dropping a TCU in your off timezone?

And how, exactly, do the sov holders stop you? A cloaky nullified T3 with a hacking module would not be an easy thing to get rid of.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#12 - 2014-05-10 23:26:46 UTC  |  Edited by: epicurus ataraxia
Danika Princip wrote:
So you gain the ability to shut down sov modules. Does that mean the sov level drops to zero, or that the upgrades are just offlined? How does that interact with SBUs and TCUs? Can I bypass the entire sov system just by hacking something and dropping a TCU in your off timezone?

And how, exactly, do the sov holders stop you? A cloaky nullified T3 with a hacking module would not be an easy thing to get rid of.


How do you stop commandos? post guards. let them reset the module as it is being hacked.
Quote:
You should never feel safe anywhere
, is not just a phrase that people should tell Hiseccers.

There is one EvE. Many people. Many lifestyles. WE are EvE

zen zubon
The Scope
Gallente Federation
#13 - 2014-05-12 08:30:10 UTC  |  Edited by: zen zubon
would be fun to not only offline POS guns or gate guns but set them to shoot everything regardless of standing or not flagged
Timandris Telestrion
Telestrion Holdings
Nulli Tertius
#14 - 2014-05-12 10:18:15 UTC
Offlining/manipulating guns and disabling Jumpbridges?
Sure, why not.

Offlining SOV-Structures? Never in a f-ing million years(well, maybe it could initiate an 8h offlining-timer, but even that... meh).

May ECM ships forever be the answer to the question " Is solo pvp a good thing?".

Willmahh
#15 - 2014-05-12 12:53:51 UTC
Timandris Telestrion wrote:
Offlining/manipulating guns and disabling Jumpbridges?
Sure, why not.

Offlining SOV-Structures? Never in a f-ing million years(well, maybe it could initiate an 8h offlining-timer, but even that... meh).


Offlining is probably too harsh, i agree. Perhaps they could be left online but their effects disabled or reduced for a predetermined amount of time, unless someone comes by and fixes them.

a Thorn in their side, so-to-speak.
Audrey UntzUntz
Doomheim
#16 - 2014-05-12 13:20:28 UTC  |  Edited by: Audrey UntzUntz
The general idea is solid and should be looked into.

The obvious issues are that of balance. It will be very hard to keep something like this balanced and if they release it unbalanced the result will be alliances losing some of their space whom should not have. Not easy to accept.

+1 but things like hacking sov-modules really need to be perfectly balanced or not included at all.
Arla Sarain
#17 - 2014-05-13 11:23:12 UTC
Yes to the general idea.

Always thought that cov ops frigs had a lackluster part of the game. Profitable, but still very bland.