Thanks for the rapid and thorough feedback, as always.
So I tried 100 AIP reduction. This costs a net of 164 HaP (264 raw), which put me slightly negative. About -50 HaP or so. This produced an amazing 46,000 Mk IV ships - 1.3 million strength. Obviously, I did not survive.
Mission Accomplished. ... oh, all right, we'll change something
The problem I see is that all of the charged-up pulses expend at the final response level, as if the player were repeating the entire hack again, but this time at the new, much higher AI response.
That much I think is ok. Partly people can learn to fear the consequences of such hacks, or at least understand what they can and cannot handle. Though perhaps it doesn't need to do it at a 1:1 ratio of post-pulses to pre-pulses.
But for sanity's sake it shouldn't apply the negative-HaP penalty to the post-response spawns. Otherwise, as you pointed out, it's basically a "die now" button.
This same thing happens when you do any other hack, such as a 15 minute (900 second!) Advanced Production hack. Even worse, in those cases, the 'vigorous hacking response' happens even if you fail. A successful hack's response produces 5-10x the number of units the actual hack did.
I think the main problem there is it's still (iirc) doing the wild-rolls on the post-response spawns. That was intentional, but in retrospect not wise.
First, currently the AI's Hacking Response = Max(Current_AIP - Current_HaP, 10). Changing this to Max(HaP_Used, 10) both makes more sense, produces a continually rising response, and is almost equivalent: It's just Total_AIP - Current_HaP, after all.
I agree that it makes more sense to have the response's base value be monotonically increasing.
Second, change the 'chaser' to be more like the Exo-waves that result when you kill a Core Guardpost. Base the Exo budget off of a small, fixed number of response pulses: 5, say, or 10.
Hmm, for the superterminal I really do want the post-response to be proportional to how long of a ride it was. It doesn't need to be 1 pulse per previous pulse but a 100 AIP ride should be
much worse than 40, even aside from the difference in HaP spent at that point.
And on the other hacks I also want the response to be proportional to the severity of the hack, which is largely implied in its duration. So perhaps the advanced constructor hacks shouldn't be 900 seconds, or perhaps the overall thing doesn't need to "charge" one pulse per 20 seconds, but that advanced constructor hack should have a much stronger post-response than a knowledge hack.
Third, when spawning Zombies as response, give them a leader to follow - or at least, orders to all attack a single target. Part of the reason that Zombie spawns are not so threatening is that they throw themselves onto your defenses in ones and twos. If they were throwing themselves onto your defenses in groups of a hundred, they'd be a lot more noticeable.
Hmm, the zombie-unit AI is... well, not much of an AI. Zombie, that sort of thing. It doesn't take orders from the normal AI and so on.
But really those responses were made zombies to avoid reclamation exploits, and ultimately I think they would be better as normal AI units so they could be more challenging as you point out.
Tricky, that.
Finally, related, a side issue: The AI can still spawn non-reclaimable ships as part of the hacking response, leading to huge groups of Maws or Zenith Medics joining the threatfleet as normal units while the Fighters all go off and get killed as zombies.
Yea, if it couldn't spawn those the responses would be considerably less threatening (it still pays the strength costs, but the variety and the heavier units still help).
I like the new, reduced AI Champion Alt-Response so far. I'll finish my current game to be sure, but it seems a lot more workable than before.
Glad that worked out
Anyway, on hacking, what I'm currently thinking is:
1) Make base hacking response value come from total HaP used.
2) Make the post-response spawns never apply the negative-HaP penalty, and not act as if HaP is lower than zero (which I guess is tricky in light of the first point, but basically deducting -current_hap if current_hap < 0).
- the latter part being to avoid situations where simul-hacking 10 fabs results in -6000 hap and a "you die immediately" post-response, even with the negative-hap penalty disabled for those spawns.
3) Have the non-superterminal hack post-response spawns not do wild rolls (the superterminal one already doesn't). They might need further reduction but this would be a pretty major change I'd like to see the results of first.
4) Reduce the superterminal post-response spawn strength by maybe 20%.
5) Have hacking response spawns in general be normal units instead of zombie again, to see if the overall effect is better. If related exploits are truly a problem then there are some other things I could try (pulling zombies into normal AI would be one thing though it would undermine the meaning of zombie, or maybe just giving the hacking-spawned units an independent no-reclamation flag, or something like that)
Further thoughts?