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.
You sure about K-raiding being only 10,000? According to the logs, it's
kRaidAntagonism = TotalAmountOfKnowledgeRaided * (10000/3000) = 9840
kRaidAntagonism *= (8/TotalHumanPlayersThatGetKnowledgeCount) = 78720
and when I've raided only 1 planet, I see "Hacking Response: Moderate" displayed.
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.
Hmm, this sounds different from what I thought you were trying to achieve.
What I thought you wanted was more of a Hacking Ceiling type scale, which would be based on AIP. When your hacking antagonism was below that ceiling, the AI response would be more muted. When above, the response would be enhanced. Then, the percentage displayed on screen would be the Current_Antagonism / Ceiling_Antagonism.
If you use a Hacking_Ceiling approach, the AI response multiplier could be something like 2^(Current_Antagonism - Ceiling_Antagonism). This gives a slowly increasing response as you approach the cap, but if you surpass the cap, it starts to increase dramatically. Increasing the cap flattens out the curve again. A power curve (a * x^b) may be a better fit than an exponential (a * b^x). The easiest way to fit the curve is to decide what the response multiplier should be at various ratios of the cap, and then just curve-fit.
The balancing concern is then: How does the Hacking_Ceiling go up as AIP goes up?
Linear doesn't seem too bad. Sure, the FS player with 900 AIP could hack three times as much as the normal player with 300 total_AIP, but compared to the benefits of FS, would that be even noticable?