So, being slightly tired of the "fatal refleet" thread, I'll work on what I love and, incidentally, what requires some fleshing out.
So we have a great idea for "task" mechanisms: the players use a different interface to interact with the game in a very different way. A way with no physical units, no physical places, not fighting and defense and raids... But that influence the same physical world (or it would be as disconnected as Nebulae).
I won't discuss the "how" now: we can imagine an optional CLI doing the same things as a more regular GUI. I'll start with the "effect" mechanisms. What should the hacking allow players to do? First, let's see what the hacking currently allows.
First, there is several things around ship designs:
* AI design download
* AI design corruption
* Alternative to capture for MkIV facto and MkV fab
* ARS diversification
* Knowledge stealing, which is kinda related because Knowledge if for improving designs...
Then what? Several combat support:
* Sabotage (replace bruteforce)
* Temporary cloaking for all allies
Also a pair of MF-related hacks: Nomad Beacon and Exile Survey.
So if hacking targets are going to be reintegrated into a virtual part of the game, Design Backup Servers will just physically vanish. The mechanism behind them are AI/Human ship-designs. That will be a point. The MkIV/V facto/fab are the physical half of something that can have a slightly disconnected, virtual part: I can imagine that
instead of going for a planet, capturing and defending a physical asset, the players would have the
option to do a similar thing (access, hack... defend?) the same asset. (I currently see differences between capture and download-hack only in the outcome: definitive or not; the action is very similar: physically go there, fight the AI.) Combat-related hacking are few and not very bright on their own. Sure, sabotage can remove some nasty combinations, but often, an armored warhead can do something very similar. I mean, "structure removal" is not something unique to hacking.
We also have two interesting ideas: the advanced intel gathering will certainly move under the hacking umbrella (basic hacking being "physically go there"; scout drones being removed) and the wave/CPA/reingorcement hacking, which is a new idea (and an exciting one).
I'll base my work on a "computing power" resource, heir of the HaP. I'll detail it further down the line, but in any way, we'll need some sort of resource to spend in hacking activities, even if it's just "time".
Virtual LandscapeI realized I cannot dive into specifics without defining how I see these resources and targets. I would see a graph of links (but totally unrelated the the galactic wormhole graph) where each node is a server of some sort. We could imagine that all servers are technically "accessible", because a galactic-level network would be like Internet: by default, everything is accessible, but as some are protected by others, by a firewall, a third-party authentication, a crypto-key stored elsewhere, etc, a true "access" is possible only when the first server is compromised. So the links on that graph show dependencies. And maybe several might be bypassed provided enough resources (bruteforce?).
Several servers would be canonical, like "the one where the AI stores its designs", "the galaxy map DB", etc, but several could be randomly generated and be a protection for another server, the vault of an optional objective (Knowledge points, -AIP...) etc. I call them "side quest servers".
(I'm sure people out there will be much more apt than me at fleshing out these points. Managarmr, IIRC?)
I can also imagine several servers being (virtually) capturable assets for the player: one could be a computer mainframe and if the player gain partial or full access, it could use it to increase its hacking "resource". The AI may have response algorithms able to take back these servers (unless the response servers have been breached first, but the AI might have several defending each other) and potentially to assault (virtually) the Human central server, which can be protected with captured AI firewalls, etc. If the Human central server is compromised, the hacking team pulls itself out of the network: the players don't immediately loose, but they won't be able to conduct hacking for the reminder of the game.
Anyway, just knowing what is in a server would be basic interaction. For instance, every server not actively protected by another server would display its content with the basic CLI-commands / GUI-interactions.
Ship DesignsWith the Design Backup Servers being folded back into the virtual space, the first thing that will interest players is intel. One of the servers would be dedicated to that, or maybe several. The AIs each have several accessible units: MkI-IV ship types, MkV-only ship types, guardian types... and I think that's all (and I put starships and fleetships in the same bag). I see the early hacking phase revolving around finding these pieces of information. Think network discovery, server probing, NMap...
So the players will end up with a list of everything the AI has access to, opening avenues for downloading and/or corrupting them. "How" will be detailed elsewhere.
* Downloading MkI-IV design
* Corrupting MkI-IV design
* Downloading MkV design (equivalent of holding a core fabricator)
* Corrupting MkV design
* Downloading MkV triangle design (no corruption version for this one)
* Corrupting Guardian design
* Downloading general MkIV fleetship technology (equivalent of holding an Adv.Facto)
* Downloading general MkIV starship technology (equivalent of holding an ASC)
The physical capturables would be other means to achieve something similar, but with the drawback of requiring defense. And corruption and MkI-IV download wouldn't be accessible from the physical world.
Note: I let alone the ARS diversification, essentially because I think "1 among 3" is a very interesting mechanism and should be the default, and also because the AI doesn't use the designs stored into the ARS. I can see them transformed into a sort of "old Human science lab" for justifying why the AI hasn't access to these designs.
EDIT: I forgot the upgrades. Certainly, removing them wouldn't be feasible, but listing the ones the AI gained should.
Galactic IntelOne of the servers would be the galactic DataBase, where the AI stores its knowledge of the battleground. Possible interactions with it would be:
* Specific planetary data download (gain the equivalent of a 1s scout for the planetary recap)
* CSG data download (locations of the CSG)
* Homeworlds position (just probing the server should give that info)
* Homeworld detail (composition and position of the Core GPosts; one download per homeworld)
* MkIV planets position (not content)
* etc (mainly one per interesting galaxy filter: broken golems, spirecrafts' asteroids, etc)
The ability to destroy tachyon sentinels and send cloaked units (of destroy everything and send uncloaked units) is still a possibility, but wouldn't provide the same sort of information: hacking gives global or distant data while the physical exploration gives proximity but detailed information (hacking this server should never grant information on mobile units, for example).
AI OperationsThis would be a single or several servers. It/They would contain a list of upcoming events, namely waves, CPA, reinforcement and exogalactic strikeforces. Maybe the Special Forces need a dedicated server containing their own budget and routing information. Anyway, the basic intel available in these servers would be similar to the list of countdown in AIW1, either replacing these (no wave warning without very basic hacking) or just going far beyond, foreshadowing waves much more than a few minutes before, and CPA with something like one hour before.
The old "no wave warning" option could become the "protected operation server" option: no wave warning before midgame/lategame-hacking.
Advanced interaction with this server can provide various meddling options:
* moving specific wave target (choose another eligible Human planet)
* moving specific wave timing (only by a few minutes, forward and backward; useful for (de)synchronizing)
* moving next CPA timing (by several minutes, forward and backward)
* accessing specific wave composition
* changing specific wave composition (expensive; something like removing the leading starship, changing its type or the type of fleetship, etc)
* denying reinforcement at specific planet (for a sort of ongoing cost or for a set duration)
* denying wave against specific planet (for a sort of ongoing cost or for a set duration)
The design document talk about "AI Activity Speedup", and I see that as the AI coming to this server to modify things itself, but not in a way that players would like.
The Special Force (as said earlier) and potentially the Threatfleet too could have a dedicated server with information accessible and modifiable about their reinforcement budget, routing, etc. (How fun it could be to send the SF at the other side of the galaxy with a false alert before invading a planet.)
Physical / VirtualNow I'd like to take on the more direct interactions between the physical part of the game and that virtual "landscape". Let's begin with Physical to Logical.
There are physical AI structures that have impact in the virtual game. List of ideas.
* Capturable Computer: the players gain some computing power (income or "power")
* Defensive Server: several virtual defensive servers can be physically taken down (firewalls or counter-hackers, but not crypto-key storage, because destroying it won't give you the key)
* Physical Access: several "side-quest" servers (Knowledge stash, -AIP, etc) can be physically accessed by bringing a hacker on their planet (AIW1-style hacking) to bypass any other server virtually protecting them.
* Note: the central servers (AI designs, AI operations, Galaxy DB) won't be physically present in the physical space.
There are hacking-space operations that have a direct impact on the battleground:
* The good-old sabotage (could be a "corruption" of the galaxy map DB: "I swear to you, Superfortress, you don't exist. Look at the database!")
* The "cloaking AoE" and every ideas about AI intel could be implemented as interactions with a dedicated server ("Human affairs"?). The players could see what the AI can see of the human activities and hide some by intercepting the data (MitM) or shutting down the "cameras".
* Maybe more than sabotage: "out of the blue" reclamation! Corrupt a side-quest server and *bam* turn a small AI fleet under your control!
* Or even more: guard post capture! (Too excited, Pumpkin... Where are your meds?)
Parting WordsWhy do I always end up with kilometers-long posts? Ah...
Anyway, what do you think? Specific ideas can sure be refined; don't freak on "SF rerouting" or "remote reclamation", they are just ideas. I'm more interested about general ideas.
Also, the "economy" part of this proposal currently requires a consequent refinement.
Just a link to a side idea: the
Not-AIP-Driven AI-Ship-Unlocks Proposal might be entirely reworked as a part of this new hacking system. It would also tie it a bit more to the physical space (Quantum Computers, Data Backup Servers, etc).