Ok, numbers.
The currently available hacking types:
Knowledge-hacking generates 3.33~ antagonism per point of K raided. So 10,000 per full planet's worth of K. In multiplayer this is divided by the number of players in the game who use knowledge (so excluding AI and champ-only players), since everyone K raids separately there.
- 10k sounds like a typo on my part; it started at 80,000 and while that was probably too much 10k sounds abusably low
(quick, go exploit before it's fixed!). Anyway, will look at that more.
Superterminal-hacking generates 1500 antagonism per tick, and each tick has a net -1 effect on AIP, so a full planet's worth (20 AIP) generates 30,000 antagonism.
Ship-Design-hacking generates 30,000 at the end of the first one, and each one after that is 3x the previous one, so 30,000/90,000/270,000/810,000/2,430,000. Going past the second one is, thus, generally very painful.
Each form of hacking has its own response logic for what happens during the actual hack (when the spawns happen, how intense they are, what special tricks it can pull, how frequently those happen and at what thresholds, etc). But the total antagonism number is the baseline. The current "tiers" described in the alert box are:
0 : no alert at all
1 - 29,999 : alert text says "Very Low"
30,000 - 79,999 : "Low"
80,000 - 159,999 : "Moderate"
160,000 - 239,999 : "High"
240,000 - 319,999 : "Very High"
320,000 - 499,999 : "Extreme"
500,000+ : "Forest Fire (Extreme!)"
My current thought implementation-wise for the scaling-with-AIP is to leave the raw antagonism number as-is (balancing aside) and to make "effective antagonism" (which is what would actually be used for computing responses) equal to this raw number times a multiplier determined by AIP.
Tried to come up with a first guess on those multipliers, and eventually found some curves with the right shape (where early AIP gains give more hacking-room than later AIP gains, but the curve is still smooth), but I think there are four basic questions to ask first:
1) What should the multipler be at AIP 10?
2) If not at AIP-10, when should the multiplier be 1.0 (so response would be same as it is now)?
3) What's the lowest multiplier the game should allow, so that ultra-high AIP doesn't mean "you can hack everything and it's basically free"?
4) At what AIP should that lowest multiplier be reached?
Note: for this particular purpose, AIP is simply the total positive AIP: ignoring reductions like DC kills.
In my own experiments my answers have been:
1) Between 2 and 3.
2) Between AIP-80 and AIP-120.
3) Between 0.5 and 0.3.
4) Between AIP-250 and AIP-500.
But I'm not sure I'm even looking at it correctly. Too late at night for math