I like that HaP ties into the grand strategic nature. Just like you can only safely capture so many planets, you can only hack so many things. You get more HaP over the course of the game, but you can't go out and harvest it in particular; you just have to expand, with all the implications of higher AIP. The accelerating costs also encourage not just doing the same hack over and over. I think that's all pretty elegant from a balance perspective.
Calculating costs is complicated by the fact that you may run out of ability to survive hacks before you run out of HaP. In theory, extra HaP reduces the spawns, but it's hard to tell how much you can actually survive. In practice, I usually hack a few things and then eventually stop doing any more hacks because the spawns are so bad or I can just make a run at the homeworlds. Just finished up a game with 300 HaP to spare, for example. Difficulty could be a little easier to gauge, basically.
Every hack is a little mini-mission because you have to escort the hacker out there and defend the device from the spawns.
Hackers themselves are slow and expensive, though. I'd be just as happy with a drop-down from the HUD that lets you hack a planet, with or without the little hacking device.
The mission-y-ness could be improved by tweaking the hacking spawns, maybe? There's not really a lot of counter-play at the moment. Either you have the ships to deal with the spawns, or you don't. There's not much room to deal with unit type counters when there's a giant blob of mixed spawns coming out. By the time the raid starship spawns, its too late to build any defenses against it. And hack responses aren't deterministic; if you get a raid starship, realize you needed to have built sniper turrets everywhere, and reload to build them in advance, you may end up with a pile of gravity drains, which require a totally different counter. You can't plan for a particular response because its random.
Making hacking responses a bit more chunky (bigger spawns less often), and giving a little bit of warning for the regular hack response spawns, both the type and where they're going to show up, might add to the counterplay a bit.
That in turn would help with the fact that sitting around with a fleet for 5 minutes killing ships as they show up can be a little boring, especially for the early hacks that are pretty easy. On the other hand, you usually want to neuter the system before you do a hack there, so there's some stuff to do as far as setup if you're being cautious. And you need to clear a path to the system to get your fleet there.
You already have to escort a hacker out to the target, but perhaps download hacks could involve escorting a unit representing the downloaded data back to a friendly system? Possibly with chase exos?
I think you should be required to at least use your hacker to collect your Hacking Points, like you use a Science Vessel to collect Knowledge.
Eh, don't think I agree here. K needs to involve an element of risk or effort to gather because you spend it by clicking on a menu. HaP can be autogathered because you take on risk when you spend it. You need risk on on end or the other, but I think it's fine to have risk and effort only on one end.
Plant the hacker, wander off, come back in a while
Do you mean you're just letting your fleet kill all the spawns as they come in without requiring any micro? Or are you actually pulling your fleet out and ignoring the spawns while the hacker works? Neither of those is ideal but they'd have different solutions.
Flavorwise, I don't think it's totally unreasonable for HaP to be 'gathered' by the hacker guys back at your home command station exploring network vulnerabilities. If the network is pretty homogenous, then you can find those vulnerabilities from anywhere, possibly just by listening in. It's only when you try to hack into a particular facility that you need to be send signals and therefore be pretty close to the target. Or something. I admit, it is a little weird. Not so weird that I mind, given how much I like the implementation.
I think there's something solid about being able to provoke a fight with the AI for a particular objective. There's lots of attacking predictable AI defenses (neutering and capturing systems). And there's lots of periodic attacks by the AI to react to (waves, CPAs, exos). But, there's not too many ways to pick a battle with the AI. The SF is sort of like that, as well as the strategic reserve, but hacking is unique in letting you prep the battleground a bit and asking you to hold against a steady onslaught.
So, to sum up:
* Like it overall
* Keep the hard choices
* Telegraph expected hack response so you can decide if hack will be doable before you start
* Move hacking to the HUD/dropdown instead of a unit?
* Address 'hack and forget' issue
* Make hack responses more chunky or telegraphed?
* Shorter, more interesting hacks?
* Get data home with chase exos?
* Explain flavor better?