@Toranth: Yes, the interface for hacking would need to improve: just collapse the existing hacker types into one "hacker" unit type and give it a menu (like a normal build/buy menu) with the different forms of hacking, though only the buttons applicable to the planet would work. Off the top of my head, I think I would implement it by each button placing a different cloaked-immobile unit that would have a countdown, and when the countdown hit zero it just blows up and you get whatever hacking effect (though some would happen over the process, like knowledge hacking or ST-hacking). So the AI wouldn't have to respond to the presence of the "hacker" unit type at all, any more, just the placed devices.
That would also address Cinth's "What is going to happen when you have say 5 hackable items on a single planet?" question.
@_K_: Yes, this is a pretty massive buff to the player, both in the hacking itself and in the m>=<c implosion. The hacking itself will need to be internally balanced (and balanced with respect to AIP) such that it's properly bounded (I think currently it's properly bounded) and not something that just lets the player run away with the game without working for it. Other than that I don't want to tie this too closely to a specific counterbalance such that you can't get one without the other. There's stuff like the non-Lazy AI thing which (if on) is a pretty big nerf to the player (that change alone may make a "fair" 10/10 effectively unwinnable), and more of that kind of thing could wind up happening in the future as well (like the surveillance-station-based counter-responses to DC destruction and Command Station destruction, though that would also be disable-able from the lobby).
Anyway, it could move the overall balance back towards the player, but in that case the main way of dealing with it is for people who want more challenge to pick some lobby settings to crank up in response. If that leads to some folks hitting the "ceiling" such that 10/10 isn't killing them, then I step in
And if it turns out there's anything internally imbalanced about the hacking feature, then of course that would need fixing.
@Faulty_Logic: ok, can negotiate on the "hacking cost" for permanent Adv-Fact/ASC/Fab "access", but I think it's still worth more than 20 AIP (not that the hack itself would cost AIP, but speaking in equivalancies) because spending 20 more AIP just gets you another one that you can lose, not a permanent one. But yea, it doesn't need to go totally bananas on you, given the small scope of a fab and the K costs associated with making good use of an Adv-Fact/ASC.
If you truly make it core and expansive, this could almost be your show piece for a new expansion.
I think we can add onto it with the next expansion, but for it to be a core resource it needs to be base-game and have enough base-game "hacking types" for it to make sense without the expansion. But some of them could be expansion-specific, yes. There's a fair bit of work involved, after all.
I really like these hacking things.. but what do they have to do with crystal?
Absolutely Nothing! Bwahahahaha... ahem.
Just to be clear, the nebulous "response" is not permanent, right? Increased ship deployments, triggered waves, maybe CPAs or exo galactic strike forces, but not encouraging a treadmill effect.
Right, hacking response (as currently implemented for knowledge hacking, ship design hacking, and superterminal hacking) is all "spikes" on the graph of how much the AI wants to kill you, as opposed to the steadily-moving-towards-boiling-water effect of AIP. That's not to say the AI's response units just go *poof* the moment the hack ends; it can have lasting consequences but not because it buffs the AI for the rest of the game like AIP does.
I like this idea as well, though I think someone brought up the question of how it would effect FS already.
I saw a couple mentions of it, but I'm not sure what the question is. Is it a question of what happens when you can raise AIP really high, etc? A logarithmic scaling of hacking-room by AIP would let us basically define a point beyond which further AIP doesn't give you much more hacking room, because otherwise you could just run away with the game via hacking in an FS situation, etc.
Anyway, will work on some tentative numbers later, since I think there's general agreement on the basic idea.
* keith.lamothe suspects an ambush.