I very much like the presence of Hacking in the game, but I think the implementation could use some work. Here are some ideas to play with:
Make AI Command stations have modules in them, to provide hacking targets that do different things.
One of the modules is the computer core. Flying a Hacker in and target-clicking the computer core starts to "mine" the HaP from the core. Each CS can only be mined for a limited number of HaP.
There are a variety of other targets that the Hacker can hack by flying in and attack-clicking on them. In each of these cases, it drains HaP to achieve some effect:
- The command station also has a "Sensors" module. Hacking the Sensors module blinds the AI in that system. The blinding lasts as long as the Hack continues.
- The command station also has a "Database" module. Hacking the Database starts downloading knowledge, up to the normal limit. If the download completes, it also reveals any Exile survey information for the system.
- A design backup unit has two modules in it, one of which can be targeted for Download, and the other for Corrupt. I'd also be fine if it just took one hack to accomplish both (it might need to be re-priced)
- Advanced Factories and Adv. Starship Constructors can be hacked. Doing so could work the same as it currently does, but it might be interesting to instead give the player the ability to build their own Advanced Factories and ASCs (instead of adding Mk4 construction capabilities to their normal facilities). These facilities would be expensive to build, and could only build Mk4 ships (or perhaps also Mk5 ships if the player also has the necessary plans).
- Fabricators and Core Turret Controllers can be hacked with the same results as there are currently.
- ARS units can be hacked, but I suggest that this actually give you the unit of your choice, instead of just rearranging them.
- The Nomad Beacon can be hacked, as today
- Sabotagable installations can be hacked, as today
The nice thing about this hacking approach is that it's way more intuitive. You build a hacker, then you click on what you want to hack. No messing around with special submodules.I'd also suggest that there be different Marks of Hackers, with different abilities. Maybe Mk1 has no cloak, Mk2 has a cloak, maybe Mk3 can target other ships with their hacking beams for no HaP cost; this just serves as a Paralyzing attack that does Reclaimation damage over time.
Regarding Hacking Response: This is actually one of my least-liked game elements, because it involves the AI getting the "magic" ability to materialize a potentially infinite number of ships out of empty space. This feels like a contrived gimmick; If the AI really had such a capability, it should be using it in response to all kinds of provocations, and gate raiding would be pointless.
IMHO, instead of just sending in a bunch of ships, the AI should do something more interesting. Maybe if the player has a lot of excess HaP, the AI doesn't even immediately sense the hack. After all, hacking is supposed to be stealthy. At the next stage, the AI senses the hack, but not its location, so it starts a "trace" action through the warp network. This could involve some eyecandy like a "probe beam" firing from the AI Homeworld and flying through a wormhole to strike an adjacent AI CS on the path to the system being hacked. After some amount of time (maybe dependent on excess AIP and/or the type of hack), that AI CS relays the beam through a warp to the next system. This "trace" continues until it reaches the system where the hack is happening. Players can interfere with the trace back having other Hackers doing "Computer core" hacks on the systems in between. If the system being hacked is cut off from the AI, an extra delay at the AI CS before the gap.
When the beam reaches the CS in the target system, the next hop is to the actual item being hacked (if it isn't a CS module). The hop after that is to the Hacker...*kaboom*.
The nice thing about this kind of hacking response is that it's way more interesting/unique than just having to fight a bunch of extra ships.