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Structure hacking

Author
CorsairV
Aliastra
Gallente Federation
#1 - 2013-09-26 19:36:57 UTC
Apparently I'm the only one who actually likes the hacking minigame (even though it looks like it's unwinnable sometimes) but I think in a sci-fi game it should be used for more than just data sites. I realize you have to be careful to keep hacking from becoming an I-win button (especially in PVP) but I think that's doable.

Pretty much all POSes have computers in them somewhere. To even try hacking these things you would need to train your hacking skill all the way to 5 and equip a special module (with a longer range so you can hack structures that are behind forcefields.) for balance reasons you would not be able to destroy or take over POS's through hacking but you would be able to inconvenience their owners.

Hacking structures would be harder than hacking datasites. You would also have to worry about a new kind of defense: alarms. If there are any exposed alarm programs when you complete or fail the hack, the POs would send an alert to the controlling corp or alliance recording the time it was hacked and who hacked it. In other words, you could successfully hack every POS you target and still blow your cover some of the time, and even if you leave the system in time you could sour diplomatic relations between your corp and theirs.

Hacking different structures would have different effects
Harvesting Array: Steal some moon goo. you would probably have to hack this multiple times in a row to fill up your cargo hold. This would allow you to counter (or take advantage of) price fixing-you could steal it to give to your corp/alliance for shipbuilding or just sell it in Jita at a small discount.

POS Guns: Hacking these would put them offline temporarily. Enemy ships could put them back online early if they are at the POS.

Control Tower: hardest structure to hack, but depending on what's balanced you could steal isotopes or put the tower into reinforced mode. Hacking this would ALWAYS alert the owner at the beginning of the hack.

Low-Sec station/stargate: Disable the sentry guns for a few minutes. Realistically a gatecamp would have to keep hacking this structure over and over while waiting for targets. Tripping the alarm would get your ship blown up.

Customs office: Steal some random PI goods. Value may vary. Don't even think about hacking the concord ones.

Satellite: Temporarily disable orbital strikes and maybe affect Dust 514 matches in other ways


Coop Hacking: This would allow 2 players to hack one target together so they can get through well-defended puzzles. Each player would take turns clicking on things and the hack would end when both player's viruses are destroyed.

Multiple hacking objectives: There could be more than one central core (or whatever) in some POSes that you could hack ad they would have different effects. You would h
Pilchard123
Pilchard's Tax Haven
#2 - 2013-09-27 09:18:27 UTC
I had though of suggesting ship-to-ship hacking as well, though didn't really know how it would work. Maybe it could be something to do with ewar, which appears to be a bone of contention - though I don't really know anything about it.
Mole Guy
Bob's Bait and Tackle
#3 - 2013-09-27 09:26:50 UTC
i love the idea of hacking.
we find offline towers in wh all the time, or all the abandoned high sec towers that could be cleared out.
could be a way to make money.

hacking is a big thing. make the mini game extremely challenging.
less challenging if the tower is offline. you could hack the fuel bay then hack the manager and turn it online for yourself. then, take it down and sell it.