Ok, bringing this back up again.
My current game had the unfortunate circumstance that the SuperTerminal was located on the same world as a Spire Archive (Note - this sucks). Normally, I run the ST for 60 points of AIP reduction and stop. This uses a net of 35 HaP (a total of 95 Hacking Agression) - a good amount, but leaves room for other hacks.
This time, I had to stop at 50, and use warheads. This was unusual enough that I dug into the logs and did some experiments to find out why. And now, I have some questions.
First thing I noticed was that the SuperTerminal response starts off odd:
spawnStrength = TotalNumberOfSuperTerminalTicks * 4 = 12
That's the first line of the first tick of the first hack. TotalNumberOfSuperTerminalTicks should equal 1 at this point, as there has only been 1 tick executed, but it actually equals 3. Why?
Second thing I noticed is that the spawnStrength, as shown in the equation above, increases linearly with the number of SuperTerminal tick executed. This base spawnStrength is later multiplied by the Hacking Antagonism in the equation
spawnStrength *= multiplierForSuperterminalHackResponseSpawn = 56.69. The multiplier here is based on the equation
multiplierForSuperterminalHackResponseSpawn = 1 + (totalHackingAntagonism/200) = 1.05 which, as you can see, is non-linear because totalHackingAntagonism is the sum of HaP expended, and for the SuperTerminal that's roughly SUM(0 to #_ticks) [1 * 1.5^(#_ticks/20)].
The problem here is that this multiplier is so small as to have almost no effect compared to the base spawnStrength = numberOfTicks factor. To get a 100% increase in strength due to the HaP usage, you'd need to spend 200 HaP on SuperTerminal hacking - and that's about 90 points of AIP reduction. In other words, very rare.
To give an example, the first tick I showed up above had spawnStrength = 12. Tick 50 (50 AIP reduction) had spawnStrength = 600, or 50 times as much (obviously
). The final multiplier for that spawn was only 1.36! In other words, only 36% more because of the multiplier.
This seems odd to me. The Hacking Antagonism factor is non-linear to discourage using any one hacking tool too much, but for the SuperTerminal it is fairly minor compared to the other factors.
On the Diff 9 ST hack for 50 AIP reduction I mentioned above, the "Post-SuperTerminal Hack Response Spawn" was 16,000 strength. Pretty strong. 4 Mk I H/Ks equivalent. However, according to the logs, the previous 4 minutes or so of SuperTerminal spawns totaled over 86,000 strength. On Diff 10, it'd be twice those numbers. That's a lot of strength.
So the best option is to hack the SuperTerminal for 30 AIP reduction and then destroy it.
SuperTerminal= -30 AIP
Net of -10 AIP, because you had to kill an AI Command Station to capture the SuperTerminal to begin with.
Data Centers are safer, and thus better, at that point.
Do we really need to do -2 AIP +1 AIP just to raise the floor? It may do that behind the scenes, but the player just needs to know they get -1 AIP and +x floor.
This may actually be the best way to solve the problem. If instead of -2/+1, you do a -1/+0.25, it makes the hack start costing HaP immediately. That reduces the amount of AIP Reduction a player can get, through the normal HaP restrictions. This should be combined with a reduction of a the linear strength per-tick increase and an increase in the Hacking Antagonism multiplier for SuperTerminal response, and perhaps an increase in the base HaP cost (1->2?) or the HaP multiplier (1.5->2.0?). With those changes, I think we can see a better sort of response to the SuperTerminal - difficult, potentially deadly, but more useful than Data Centers are higher difficulties.