This idea is awesome.
I absolutely love it, as this creates five main conflicted resources:
- Metal. To get more you pay Knowledge or AIP. (continuous resource)
- Knowledge. To get more you pay AIP or Hacking. (one-time resource)
- Hacking. To get more you pay AIP. (one-time resource)
- Capturables. To get more you pay AIP (and possibly Metal) (and possibly need to defend). (one-time resource)
- AIP. To get less you use Hacking (Superterminal) or (and?) raid. (game-defining resource)
There is LOTS of elegance in the above, at least for me.
Let me try to suggest something too to complete this 'elegant strategic conversion' (might be too powerful / not suitable), though:
- Hacking ("Surveying") any planet to unearth capturables:
Be it a new Fabricator, be it, say, 20 mk V units of random type or an ancient, dormant defense system - you can make the planet more worth it to capture at expense of raising that Hacking resource.
This is a tool to convert Hacking into Capturables - I know I need to take that 'CSG D' (or E) planet, but it doesn't have anything interesting.
I am preparing for the final assault on enemy Homeworld and I can still use some 'Knowledge' and 'Hacking'. So let's spend it. That way, now, as I see what I need against this Homeworld, I can break the stalemate.
- Hacking ("Surveying") any planet to unearth more economy nodes:
Allows you to convert Hacking into Metal by creating more Metal nodes. Instead of Harvester upgrade or Economy Station upgrade you can use Hacking to buff your 'behind the lines' economy to reduce the 'Netflix effect'.
- Hacking ("Surveying") enemy planet to build a beacon attracting some 'neutral' Neinzul-ish forces
Basically, on this planet from time to time some kind of Neinzul-ish forces appear which are of 'Neutral' type (they attack anything). They cannot travel through wormholes. This makes the planet a hostile place to both AI and human forces. Could be a nice way to protect that one direction I think I never want to move to. This won't eat Exos, Hybrids, this won't be able to stop large forces or threat - but this will be enough to reduce those forces, slow them down and make the 'defence in depth' more in depth, and not only on player planets.
Of course, if I change my mind, I can destroy the beacon.
Why those ideas?
Hacking becomes a primary mechanism which determines (strategically) what do you want to do, the direction of your game and the high level approach - something like a twin of Knowledge.
- In a pinch, dying from 'death from the thousand cuts'? Improve your economy NOT using Knowledge but using Hacking.
- Your fleet is destroyed and that Exo wave is coming soon? Get some capturables from 'your' planets or 'enemy' planets - maybe this will save you from that Counterattack post or that Exo.
- Want to hold a planet or two outside your domain? You need less defences, get the Neinzul Beacon.
- Cannot hold a planet? Hack that AdvFactory or Fabricator and let it burn.
Problem with Hacking and this mechanism:
Basically, multi-player game. For example, if two players are in game, both need to have the same Hacking floor (like Knowledge), right?
Now: Knowledge is 'I can do it' vs 'I can't do it'. As far as I see, Hacking is 'I can do it, overextend and die'. This is where it starts to be more difficult in multiplayer games. Unless moving past the Hacking Floor gives you a very brutal response, I can see 4 players pooling forces to stop it, while every player hacks one-by-one, in round robin fashion, not simultanously.
Of course, in the meantime the AI can do stuff, but I'd like to point in this direction while we're in the concept phase.
And, of course - if I can Hack my own planets, where would the response come from? __K__ wrote this concern much better than I can.