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. |
1 | 30 | 30 | 80,000 |
2 | 60 | 90 | 160,000 |
3 | 120 | 210 | 240,000 |
4 | 240 | 450 | 320,000 |
5 | 480 | 930 | 400,000 |
6 | 960 | 1890 | 480,000 |
7 | 1920 | 3910 | 560,000 |
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. |
1 | 50 | 50 | 30,000 |
2 | 100 | 150 | 90,000 |
3 | 200 | 350 | 270,000 |
4 | 400 | 750 | 810,000 |
5 | 800 | 1550 | 2,430,000 |
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 |
1 | 20 | 40 | 20 | 20 | 0 |
2 | 40 | 80 | 40 | 40 | -20 |
3 | 80 | 120 | 60 | 60 | -80 |
4 | 160 | 160 | 80 | 80 | -220 |
5 | 320 | 200 | 100 | 100 | -520 |
6 | 640 | 240 | 120 | 120 | -1140 |
7 | 1280 | 280 | 140 | 140 | -2400 |
8 | 2560 | 320 | 160 | 160 | -4940 |
9 | 5120 | 360 | 180 | 180 | -10040 |
10 | 10240 | 400 | 200 | 200 | -20260 |
11 | 20480 | 440 | 220 | 220 | -40720 |
12 | 40960 | 480 | 240 | 240 | -81660 |
13 | 81920 | 520 | 260 | 260 | -163560 |
14 | 163840 | 560 | 280 | 280 | -327380 |
15 | 327680 | 600 | 300 | 300 | -655040 |
16 | 655360 | 640 | 320 | 320 | -1310380 |
17 | 1310720 | 680 | 340 | 340 | -2621080 |
18 | 2621440 | 720 | 360 | 360 | -5242500 |
19 | 5242880 | 760 | 380 | 380 | -10485360 |
20 | 10485760 | 800 | 400 | 400 | -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 |
1 | 20 | 20 |
2 | 40 | 60 |
3 | 80 | 140 |
4 | 160 | 300 |
5 | 320 | 620 |
6 | 640 | 1260 |
7 | 1280 | 2540 |
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 HP | AI Response Multipler |
0 | Effective AIP |
-50 | 300 |
-100 | 1100 |
-150 | 2400 |
-200 | 4200 |
-250 | 6500 |
-300 | 9300 |
-350 | 12600 |
-400 | 16400 |
-450 | 20700 |
-500 | 25500 |
-550 | 30800 |
-600 | 36600 |
-650 | 42900 |
-700 | 49700 |
-750 | 57000 |
-800 | 64800 |
-850 | 73100 |
-900 | 81900 |
-950 | 91200 |
-1000 | 101000 |
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.
SummaryK-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.