Author Topic: Fab hacking insanity  (Read 7481 times)

Offline Nibelung44

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Re: Fab hacking insanity
« Reply #15 on: July 06, 2013, 05:41:48 pm »
Any article on hacking? Except knowledge hacking I don't know how to do the others.

Plus it seems suicidal to hack most of the time...

Offline Shrugging Khan

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Re: Fab hacking insanity
« Reply #16 on: July 06, 2013, 05:44:26 pm »
I disagree most fervently with any changes that would make the HaP prices of the hacks vary. I'm too tired to coherently explain why, and I hope someone smarter than me can explain why that would be a very bad idea, but the price of an action must stay the same regardless of the stage the game is in. Making AI response the flexible variable (as it is, although the exact formula certainly needs some work) is the right way.
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Offline chemical_art

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Re: Fab hacking insanity
« Reply #17 on: July 06, 2013, 06:36:20 pm »
I disagree most fervently with any changes that would make the HaP prices of the hacks vary. I'm too tired to coherently explain why, and I hope someone smarter than me can explain why that would be a very bad idea, but the price of an action must stay the same regardless of the stage the game is in. Making AI response the flexible variable (as it is, although the exact formula certainly needs some work) is the right way.

From what I understand, the.cost of.hacking remains constant. What.is.changimg.is the.reaction if the.AI in positive terroritory.

In effect, these changes make it so.that the player doesnt feel.compelled to ride.ultra.low aip simply to minimize hack response.
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Offline Tridus

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Re: Fab hacking insanity
« Reply #18 on: July 06, 2013, 08:28:24 pm »
I disagree most fervently with any changes that would make the HaP prices of the hacks vary. I'm too tired to coherently explain why, and I hope someone smarter than me can explain why that would be a very bad idea, but the price of an action must stay the same regardless of the stage the game is in. Making AI response the flexible variable (as it is, although the exact formula certainly needs some work) is the right way.

From what I understand, the.cost of.hacking remains constant. What.is.changimg.is the.reaction if the.AI in positive terroritory.

In effect, these changes make it so.that the player doesnt feel.compelled to ride.ultra.low aip simply to minimize hack response.

Yes, exactly. :) Hacking costs stay the same, but the hacking response is based on AIP - HaP instead of just AIP, so while you have HaP available, hacks get easier. As you use it, hacks get harder. The cost of the hacks themselves won't become variable due to this change.

Offline Tridus

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Re: Fab hacking insanity
« Reply #19 on: July 06, 2013, 08:41:55 pm »
Hmm, ok, fair enough.  For next release we can try base response = AIP - HaP.  This will actually make negatives hurt more, but I don't mind ;)

Cool. :)

Negatives should hurt, really. Using the explanation that HaP is your knowledge of exploits and such of the AI code, being out of it and trying to brute force instead is likely to provoke a huge response.

Also if you're concerned about FS games where people take 40 systems making too much hacking viable, you could lower the amount of HaP you get per planet after you take X planets. That would still let taking more planets give you more hacking strictly speaking, but would slow it down so that you can't just hack all the things.

Another option would be to add a FS mod to hacking response, as the exo-galactic AI network starts paying more attention due to your Spire alliance it would make hacking more difficult.

(Also, I would really love a high HaP cost action to disable an AI bonus ship. No Tackle Drone Launchers for you, AI!)

Offline LaughingThesaurus

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Re: Fab hacking insanity
« Reply #20 on: July 06, 2013, 10:05:21 pm »
In FS games, you already have a super overpowered FS fleet that rips everything apart and your fleet ships comparatively do next to nothing. I don't think it's a problem if you can do a lot of hacking for a lot of perma-fleet ships and stuff. The superterminal's probably a problem, sure, but not fab/ARS/etc hacking. That kind of hacking is really just going to get you more of something that's already fairly weak in comparison to what you have.

Offline Martyn van Buren

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Re: Fab hacking insanity
« Reply #21 on: July 06, 2013, 11:38:25 pm »
Would it make sense to have shard retrieval cost HaP? If it's going to be a base mechanic it seems like it might as well get a role in some older parts of the game, and shards do have kind of a similar vibe.


Offline GP_Trixie

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Re: Fab hacking insanity
« Reply #22 on: July 07, 2013, 12:15:00 am »
I don't think there is a balance problem even for superterminal as the cost of everything with the new hacking system is exponential. Reducing AIP by 60 costs 140 HaP, but after that it's 160 for the next 20 and then 320. I even think it's a bad move to spend that must HaP for such a low reduction. With the new system it's far better to diversify your hacking.

Offline LaughingThesaurus

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Re: Fab hacking insanity
« Reply #23 on: July 07, 2013, 12:30:28 am »
I don't think shard recoveries involve much in the way of hacking, or of compromising the AI security, and I don't know that the AI bolsters its security network when you do successfully complete a shard recovery. Been a while since I've done anything fallen spire, but don't you just 'detect' the shard, rather than hacking the AI for it? Sensors take time like hacking, sure, but they don't do anything but sense stuff right?

Offline LintMan

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Re: Fab hacking insanity
« Reply #24 on: July 07, 2013, 12:54:52 am »
@LaughingThesaurus - no, the FS stuff doesn't currently use any hacking.  I think MvB was just suggesting that could be changed, to address keith's concern that FS players will have too much HaP.

Personally, I think you're right that the main FS fleet stuff makes any hacking bonuses almost irrelevant, but at the same time, some variations in the "detect shard, retrieve shard, fight off onslaught, build city" lather rinse repeat cycle of FS would be welcome.

Offline chemical_art

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Re: Fab hacking insanity
« Reply #25 on: July 07, 2013, 01:15:57 am »
As others have pointed out, the effect of FS on hacking is limitted due to escalating costs.

It is true if one diversifies their hacking they can do quite a bit..but in the big picture of FS, does in relatively change things so much that base game hacking must be nerfed? I doubt it.
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Offline LaughingThesaurus

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Re: Fab hacking insanity
« Reply #26 on: July 07, 2013, 02:24:16 am »
Oh, I absolutely want variety there too. That's probably going to be coming in some kind of later update after hacking stabilizes. I think this is more of a complete hacking focused 'does it need nerfed' discussion. I actually totally forgot about the escalating costs per hack as well. So, you can't just pile up a massive amount of fab hacks with a massive amount of AIP. Not to mention, again, the benefits of those extra ships probably won't contribute in too huge of a way in FS (Unless it's like, maybe a protector starship fab, which would be totally awesome).

Offline Toranth

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Re: Fab hacking insanity
« Reply #27 on: July 07, 2013, 04:00:50 am »
Warning:  Wall-o-text incoming.
I was preparing a discussion post on the new Hacking that we've seen so far, and what it might mean.  I'm hesitant to draw any conclusions yet, because this is such a change from the way it used to be, but I think putting numbers out there will make it easier for eveyone to talk to the same points.
Please correct me if I've got anything in here wrong - I've tried to double check everything, but, well, history.


All in all, once you look at the numbers, this is a MAJOR rebalance of the existing features, without even considering all the awesome new stuff.
Let's look at what used to be first.


K-raiding used to be about 80,000 antagonism per planet - meaning 2-3 was the limit on casual k-raiding most games.
ARS hacking went 30,000; 90,000; 270,000; 810,000; etc.  Meaning you COULD hack 3 ARS without much difficult.  Hacking 4 was difficult without beachheading.  Hacking 5 was basically impossible without MAJOR perparation to handle the huge spawns.
SuperTerminal hacking was 1500 antagonism per tick/per AIP reduced.  A 200 AIP reduction ride was about 300,000 antagonism, which like the 4th ARS, required either a major beachhead or was difficult with a fleet-only effort.


Now, K-raiding is 30*2^(n-1) Hacking Progress cost, for 30, 60, 120, 240 as the per-K-raid cost.  Total costs are 30, 90, etc.
K-Raid #  Unit cost   Total cost   Old Antag.
1303080,000
26090160,000
3120210240,000
4240450320,000
5480930400,000
69601890480,000
719203910560,000
That's AIP equivalents, remember, for the new HP.
So, it used to be possible to casually K-raid 2-3 worlds, and 4-5 with beachheading (and more with extreme preparation - think multiple fortress cap beachheads when hacking).
Now, to keep the HP positive, you need to capture 1.5 systems to k-raid once, 4.5 systems to k-raid twice, etc, up to capture 100 systems to k-raid 6 systems.
As you can see, the cost used to be linear, but is now exponential.  This puts a much harder cap on how much k-raiding can be done.  About 3 would be my estimate.  That 4th K-raid gets nasty fast as you go negative.


Now, ARS hacking was 10,000 * 3^(n) antagonism, now it's 50 * 2^(n-1).
ARS Hack #   Unit cost   Total cost   Old Antag.
1505030,000
210015090,000
3200350270,000
4400750810,000
580015502,430,000
This was exponential both before and in the new system.  Whereas before, the first ARS hack or two was easier than K-raiding but the later ones were much harder, it is now the reverse:  the 5th ARS hack is about as difficult as the 6th K-raid; it used to be the 5th ARS hack was as difficult as the 30th K-raid.
However, where doing 2-3 ARS hacks was easy before, it now is much more difficult.  The player will need to think long and hard over whether or not that 3rd or 4th ARS *really* needs hacking.


The SuperTerminal hacking has also gone from linear to exponential.  However, because it was usually triggered so many more times, this has gotten a bit out of control.
Planet Equiv.   HP Cost   AIP Reduction   AIP Increase   Net AIP Reduction   HP Change   
1204020200
240804040-20
3801206060-80
41601608080-220
5320200100100-520
6640240120120-1140
71280280140140-2400
82560320160160-4940
95120360180180-10040
1010240400200200-20260
1120480440220220-40720
1240960480240240-81660
1381920520260260-163560
14163840560280280-327380
15327680600300300-655040
16655360640320320-1310380
171310720680340340-2621080
182621440720360360-5242500
195242880760380380-10485360
2010485760800400400-20971100
As you can see, anything beyond net 180 AIP reduction puts you beyond Hacking Progress -9,000, which is death.  That's a pretty hard cap, alright.
Previously, a normal game would be AIP total 450, AIP Reduction 250-300 (100-ish from Data centers, rest from ST), for an Effective AIP of around 150-200.  This is no longer possible.
As it stands in 7.005, 100 points of net AIP reduction is possible, 150 pushing it.  200 you are seriously risking Game Over no matter how good your preparations are.


The FacIV/ASC hacking is HP Cost 100 for the first, 200 more (300 total) for the second.  Seems reasonable to me.

Fabricator hacking is 20 * 2^(n-1).
Fab #   Unit cost   Total cost
12020
24060
380140
4160300
5320620
66401260
712802540
Again, the exponential increase makes doing more than a few utterly impractical.


Why is going negative so impractical?
Here's the Doom Chart - What the AI response looks like based on your Hacking progress level:
Net HPAI Response Multipler
0Effective AIP
-50300
-1001100
-1502400
-2004200
-2506500
-3009300
-35012600
-40016400
-45020700
-50025500
-55030800
-60036600
-65042900
-70049700
-75057000
-80064800
-85073100
-90081900
-95091200
-1000101000
Note that this is the 'ideal' case: if your effective AIP is higher than the absolute value of your negative Hacking Progress, the response will be even higher.
So, at -100 hacking Progress, it's like you were hacking with an Effective AIP of 1100.  At -1,000, it's like you had an AIP of 101,000.
The Hacking Progress response is basically a polynomial equation y = .1*x^2 - x, where the dominant factor is x^2. 
This means that for a doubling (x2) in the Hacking Progress negative, the AI response quadruples (x4).  For a tripling (x3), the AI gets a nonupling (x9).
So, the more hacking you do, as the current HP goes negative, the AI response goes up crazy fast.  And this is all compounded by the fact that HP prices increase exponentially.




Summary
K-Raiding has taken a nerf, going from a linear cost increase to an exponential one.
ARS hacking is mostly unchanged, a bit harder than it used to be.  Call it a 1 ARS hack reduction in the practical case.
SuperTerminal has taken a super nerf, nearly gutting the old multi-hundred point runs that were a mainstay of keeping AIP low.
Fab Hacks and FacIV/ASC hacks are wonderful, meaning you can finally get some use out of those fabs on/adjacent to Core worlds.  Also cuts down on the need to protect all your stuff.

Strategic implications?
Because cost increases are all exponential, it's far better to scatter your Hacking points around into the various categories.
For example, 200 Hacking Progress lets you get approximately:
1 of each (K-Raid, ARS, Fab, ASC/FacIV)
or 3 K-Raids
or 4 Fabs
or 2 ASC/FacIV
or 3 ARS
or 75 AIP Reduction.

Second, because of the SuperTerminal nerf, you can't reduce AIP nearly as far as you could before.  This means you'll need to avoid raising the AIP as much - by using Hacking to avoid capturing stuff.
Don't capture that Fab or FacIV, hack it, and save the AIP and HP you would have spent for less return at the ST.


Offline TechSY730

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Re: Fab hacking insanity
« Reply #28 on: July 07, 2013, 04:22:35 am »
I sort of like the fact the new system strongly encourages you to spread out what you hack, instead of dumping it all into 1 or 2 things like the old system did.

On the other hand, I am very wary of the exponentials. Exponential formulas are VERY hard to balance (look at Borderlands 2 for example. They went exponential, and because of that, the gameplay sort of falls apart into extreme grind territory filled with near instadeaths at around level 45). Even if you do balance it, there is the lack of granularity. Like hack N is difficult, but not overwhelming or terrifying, and hack N+1 is pretty much insta-death, with no warning that there would be such a jump.

Maybe repeated hacking of the same "thing" should be polynomial instead of exponential? That would still accomplish the goal of encouraging diversity, but be less likely to have "worst case cliffs", and not be quite a "out of the blue" punishing.

Offline madcow

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Re: Fab hacking insanity
« Reply #29 on: July 07, 2013, 08:16:00 am »
This is a pretty insight last couple of posts. And I think does a good job summarizing what I saw (and why) in my posts in the 7.002-7.005, the exponential growth really makes it go from easy to death ball in a snap.