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Player Features and Ideas Discussion

 
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Ideas for new Hacking System

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2013-05-13 17:01:15 UTC
I just finished reading the new dev blog about hacking in Odyssey and wanted to share a few ideas.

First, a suggestion for a "Defense Subsystem" in the new hacking UI. When triggered, this defensive subsystem begins to counter-hack you! I envisage a pop-up UI containing some sort of tower-defense type mini-game where the enemies represent computer programs attacking your own operating system. You fend them off as best as you can and when its over your hacking module takes heat damage proportional to how well you did. If you lose the mini-game your hacking module takes 100% heat damage, goes offline and your own hacking attempt comes to an inglorious end.

Second, the dev blog said that:

"We'd also like to expand the variety and complexity of things that you can hack in EVE to bring it out of its current niche and into the wider world"

I suggest hacking of things like Sovereignty Bblockade Units and Cynosural System Jammers. Players shouldn't be able to completely disable them, but a successful hack might trigger a 30 second "self-diagnostic" during which the target goes offline. A failed hack might result in a "power surge" (smart bomb effect centred on the target, powerful enough to destroy frigates within hack range). To prevent this becoming unbalanced, it should only be possible to trigger a diagnostic once every so often (6 hours?).

Third, a suggestion for a "Utility Subsystem" in the new hacking UI. When taken over, this subsystem allows the hacker to partially de-pressurise the target's cargo hold before opening it to space. This reduces the speed at which the loot flies off into space, making it easier to snag.


Please share your own ideas below :)

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.