Author Topic: hacking in 8.xx  (Read 5677 times)

Offline Billick

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hacking in 8.xx
« on: February 18, 2015, 08:49:07 am »
I just started a new game, the first in a while, and I see that hacking has changed pretty dramatically.  I see that the wiki is pretty out of date on this subject.  Is there an updated detailed description of the new hacking mechanics anywhere?

Offline NickAragua

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Re: hacking in 8.xx
« Reply #1 on: February 18, 2015, 11:47:29 am »
As usual, no. But the gist of it is that you have a reserve of hacking points that goes up by some mechanism (capturing planets, I think?). Each time you do one of the hacking actions, it drops the hacking reserve by some amount, and causes the AI to spawn a lot of ships on the local planet while the hacking is going on. If you start hacking when your hacking reserve is below zero, the AI spawns a lot more ships.

So, you want to save your hacking efforts for important targets. I personally prefer fabricators, because I do so hate having to defend a fabricator out in the ass end of AI territory.

Offline Draco18s

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Re: hacking in 8.xx
« Reply #2 on: February 18, 2015, 12:35:17 pm »
capturing planets, I think?

Anything that gains you AIP also gains you the same amount of HaP.

Offline tadrinth

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Re: hacking in 8.xx
« Reply #3 on: February 18, 2015, 02:32:18 pm »
Hovering over your HaP display at the top of the screen will tell you the current costs for all available hacks.  Each successful hack increases the cost of another hack of the same type by 50%.  The display also shows how much you've spent on each hack to date.

The AI's response to hacks goes up with every hack.  Having a lot of excess HaP available will reduce the response somewhat, but there is a minimum response that goes up with every hack.  If you try to hack at negative HaP, the AI response goes up very dramatically; the farther you go negative the worse the response gets, and it's very nonlinear.

Thematically, as you capture planets and otherwise anger the AI, you're also uncovering backdoors in the AI's programming that you can exploit.  However, when it detects those backdoors being used, it attacks you and works to close them.  The more backdoors you've found, the less the AI notices you using them.  When you're out of HaP, you're basically brute forcing the AIs code, which is super obvious and makes the AI rampage against you. 

Fab hacks are very popular, since hacking a fab means you don't have the capture the planet AND you don't have to defend the fab.  They're also super reasonably priced.

Factory and ASC hacks are pretty expensive, but potentially worth it if they're in particularly indefensible spots.

Design Download hacks are solid gold, if there's a very strong ship type available and you have the K to unlock higher marks, as they get you an entirely new ship type.  They're not cheap, though. 

Design Corruption hacks are nice if there are any ships that you just don't want to deal with.  Most useful against ships that are a threat in waves; the hack will not stop Mark V versions from showing up on the AI homeworlds.  Eyebots are a good example, as a wave of eyebots is a pain in the butt. 

Sabotage hacks are nice for getting past otherwise unwinnable defensive combos.  Guard post that wrecks bombers under a FF? Sabotage the FF.  It's also great for AI Eyes, since the hack response will up the number of ships in system, and the eye itself is a valid target. 

Haven't found much use for Sensor hacks yet. 

K hacking is a great place to spend spare HaP, you can always use more K.

I think the new system wound up being a nerf to Superterminals, since you'll run out of HaP at some point and you have to trade off against other uses.  Still potentially extremely valuable.

From a design perspective, hacking is intended as a sort of anti-RNG.  You can't use it to solve all your problems, but you can use it judiciously when the RNG throws you a really awful situation. 


Offline Billick

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Re: hacking in 8.xx
« Reply #4 on: February 18, 2015, 03:54:02 pm »
Thanks for the summary tadrinth, that helps a lot.  So do knowledge hacking and superterminal hacking work pretty much the same way (other than the effect on your hacking score is now directly visible)?

Offline Draco18s

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Re: hacking in 8.xx
« Reply #5 on: February 18, 2015, 04:13:56 pm »
Thanks for the summary tadrinth, that helps a lot.  So do knowledge hacking and superterminal hacking work pretty much the same way (other than the effect on your hacking score is now directly visible)?

More or less.  You build a hacker unit which is sort of a mobile foldout for all the "actually does the hacking" doodads.  One of which is the KP hacker.  Superterminal hasn't changed (in terms of how to start and end) but you get better feedback.

There's also a post-hack wave that is something like "what would have come at the next spawn tick, but times ten" which is mostly there to actually threaten a player doing a ST or KP hack.

Offline Mal

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Re: hacking in 8.xx
« Reply #6 on: February 19, 2015, 06:08:50 am »
From a design perspective, hacking is intended as a sort of anti-RNG.  You can't use it to solve all your problems, but you can use it judiciously when the RNG throws you a really awful situation.

Damn Tadrinth,

I wish this was in the wiki, I mean to say your whole post in the wiki.

Best and very inspiring description of hacking for the game. Thank you.

Offline Aklyon

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Re: hacking in 8.xx
« Reply #7 on: February 19, 2015, 08:35:34 pm »
Sensor hacks I've had slight use using on tachyon command station planets. Spend a tiny bit of HaP along with your actual hack, send in engys to quickly build a forcefield over your hacking crafts, remove the sensor hacker afterwards.

Offline Bognor

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Re: hacking in 8.xx
« Reply #8 on: February 21, 2015, 12:44:55 am »
From a design perspective, hacking is intended as a sort of anti-RNG.  You can't use it to solve all your problems, but you can use it judiciously when the RNG throws you a really awful situation.

Damn Tadrinth,

I wish this was in the wiki, I mean to say your whole post in the wiki.
I was about to say that's easily arranged, but I see Steelwing has beaten me to it!

AI War:Hacking
Your computer can help defeat malaria!
Please visit the World Community Grid to find out how.

Offline steelwing

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Re: hacking in 8.xx
« Reply #9 on: February 21, 2015, 07:14:12 am »
From a design perspective, hacking is intended as a sort of anti-RNG.  You can't use it to solve all your problems, but you can use it judiciously when the RNG throws you a really awful situation.

Damn Tadrinth,

I wish this was in the wiki, I mean to say your whole post in the wiki.
I was about to say that's easily arranged, but I see Steelwing has beaten me to it!

AI War:Hacking
Feel free to adjust as needed. :)  I haven't played AI War much, and none of that was with hacking, so someone w/ more experience at it can doubtless improve on what I wrote.

Offline Billick

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Re: hacking in 8.xx
« Reply #10 on: February 23, 2015, 10:58:55 am »
I added a table with each hacking type so that it's more readable.  I think the costs are correct, but I need to double check them.

Offline steelwing

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Re: hacking in 8.xx
« Reply #11 on: February 23, 2015, 11:36:22 am »
Looks like the bullet points in the first section got messed up.  I fixed them.

Offline Billick

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Re: hacking in 8.xx
« Reply #12 on: February 23, 2015, 12:21:15 pm »
Looks like the bullet points in the first section got messed up.  I fixed them.
Thanks.  I fixed a couple of costs that were off.  Feel free to fix anything else that isn't accurate.

Offline tadrinth

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Re: hacking in 8.xx
« Reply #13 on: February 24, 2015, 12:04:56 am »
I removed the bottom section that referenced the old, pre-Hack Progress hacking response growth. 

I also made a bunch of clarifying edits to the rest of the page.

Offline sk_2013

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Re: hacking in 8.xx
« Reply #14 on: February 24, 2015, 09:42:13 pm »
By the way, thanks for the help with the wiki. I've been trying to clean it up, but there's a lot to do. A lot of those pages haven't been updated in years.

Sorry you had to go through the effort.