As to the interface, I'd argue numbers are easier to reason about than vague range-based words. Additionally, the multiplier-based approach encourages postponing hacking till late game --- less a general-use resource and more a "GUN IT AND RUN IT!" endgame resource.
Say I do 2 * 80 hacking point (HP? ) hacks (dividing by 1k for simplicity):
Multiplier 1.0 for both
- Hack 0 (1.0 multiplier): start = 0 HP, end = 80 HP
- Hack 1 (1.0 multiplier): start = 80 HP, end = 160 HP
Multiplier 1.0 for first, then capture enough planets for 0.5 for second:
- Hack 0 (1.0 multiplier): start = 0 HP, end = 80 HP
- Hack 1 (0.5 multiplier): start = 80 * 0.5 = 40 HP, end = 160 * 0.5 = 80 HP
Here's where our understandings diverge: I didn't mean multiplying the point gains, but rather:
Every time the game asks "based on total hacking thus far, how intense should this response be?", instead of the hacking total it uses (hackingTotal*multiplier).
So it won't matter what the AIP was at the time the previous points were gained, just what the AIP is at the moment of the response.
Well, that's what I was trying to convey, though putting it in terms of "HP" was confusing in retrospect.
My examples should be read as "the response at this point is as if the effective HP is X." For example, taking the middle one (the last one you quoted), Hack 0 starts at 0 effective HP (no hacks to this point) and finishes with a response corresponding to 80 effective HP. Then, after capturing enough planets for a 0.5 multiplier, Hack 1 starts at a response to 40 effective HP (80 actual * 0.5 multiplier) and finishes at 80 effective HP.
Is this analysis accurate, or am I still misunderstanding something?
My point being that an internal multiplier combined with a range-based "category"-style indicator both encourage postponing hacks till the end (for a smoother difficulty curve and easier hacking at the start of the sequence) and make determining the value of taking more planets vs. attempting the next hack much more difficult to ascertain --- especially important since the hacking response can kill you. My "points-based system" was one alternative that would partially address these.
One other question: what is the rationale for having a hard cap on the amount of hacking that can be done? For example, I'm playing on a 120-planet game, which in this system would both require taking more planets (I play mid-high AIP, diff 7, YMMV) and have more hackable stuff. Would the hacking response be somehow rescaled based on galaxy size? I realize it's not now, but I'd argue that besides knowledge (less important on higher planets?), there's a finite number of hacks that can be performed generally without regards to the galaxy size.