Well, um, I broke it? It somehow desync'd on me in a single player game... Might have to do with the fact that the game ran out of memory in a mere 6 seconds. I'll attach the save, so you can check it out. Load it up, switch to Murdoch, and you'll have 6 seconds before it'll hang for 15+ minutes trying to resolve the counter-hack. The HaP was 'only' -4500 or so.
Also, I noticed
...
wild-roll:InnocuousRoll, spawnStrength = 6300975675.2
wild-roll:QueueAnotherSpawnAfterThisOne, spawnStrength = 6365934187.32
wild-roll:ShortRangeWarpJump, spawnStrength = 6430892699.43
wild-roll:AddStrength_PreRollStrengthTimesTwo, spawnStrength = 6690726747.89
wild-roll:SwitchToSniperGuardianSpawn, spawnStrength = 6690726747.89
wild-roll:TriggerCounterWave, spawnStrength = 6690726747.89
wild-roll:SwitchToRaidStarshipSpawn, spawnStrength = 6755685260.01
wild-roll:TriggerMiniExo, spawnStrength = 6755685260.01
wild-roll:ShortRangeWarpJump, spawnStrength = 6820643772.13
spawnedType:AIRaidStarshipV quantity:106,572,559 (strength-each:64)
that Counter Waves and Exowaves don't replace or reduce the strength of the counter-hacking spawn at all. That seems unnecessarily unpleasant.
I also noticed the presence of the QueueAnotherSpawnAfterThisOne, which may be contributing.
I was kind of disappointed that the game was unable to spawn all 100 million Raid starships. It would've made a nice update to my avatar.
Finally, a question about the change to AIP - HaP. This is Total AIP - current HaP = HaP used, right? And it is merely replacing where the equations used to use Effective AIP? So, as you go negative it will still use this value for a little while, until the HaP^2/10 takes over?