So, hacking is a feature that has been requested for a looooong time. What some of you might not know is that it's been implemented in-game and almost fully working (but disabled) since June 2012. The reason I didn't add it is because I wasn't sure of a good way to implement the features I have in a way that makes sense. My previous idea wasn't really looking like a good idea anymore.
For those who haven't seen it, here's the hacking sneak peek video I made over two years ago: https://www.youtube.com/watch?v=o7SzhoUycXo
Basically, the hacking is based on a programming language called Fish. It's actually very simple when you get your head around it and it's kind of fun and puzzly, while still technically being a real programming language. Basically, there are two pointers. The yellow one is the program that is running, showing you where in the code it currently is. Each time it reaches a character (which is an instruction), it will execute that instruction. Some instructions like v, ^, <, > just change the direction of the yellow marker so it starts going in another direction.
The blue marker is your cursor which you can use to go around in the code and modify some stuff in the code.
So basically, the thought is that there's a list of commands (like increase shield power, reduce engine power and so on) and to execute a command, you have to reach the output character ("n"). This will take the top item of your stack and execute that command. So say you have a 5 on the top of your stack. Outputting it will run command 5.
Now I was sitting in teamspeak rambling and also thinking about how to add this to the game. My original thought was to have every console on the enemy BC display this hacking UI when you access the console so you could hack every console.
My new idea is to have the hacking console on your own BC in the space north of construction that is not used for anything. The way I was thinking it would work is that you set an angle to shoot from (basically, have an ability that you target somewhere in space to set a target angle). Then when you output something in the hacking console, if it's a valid command it will send out a hacking pulse in the target direction. If it hits the enemy Battlecruiser, it will execute the command.
The hacking pulse will quickly go over most of the map. It means that long range snipe hacking is only really possible if you're extremely lucky/skilled or if the enemy is moving very slowly or not at all. Also, based on how the hacking is set up, it will automatically loop, which means you can set the hacking to periodically send out pulses towards the target direction.
Current ideas of remote commands to send:
* Increase shields
* Increase engines
* Increase weapons
* Decrease shields
* Decrease engines
* Decrease weapons
I think being able to modify the core would be too OP.
Hacking
- Dreadnought
- CCI
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Re: Hacking
I like the idea and all, but i dont think it works for cruiser command, how long will you be sitting there tampering with what is essentially a minigame? and the amount of time it takes to code it to what you want to hack probably is not worth the manpower if it takes so long to achieve so little...
Hacking in my mind sounds like the counter-part of the "Science long-range buffs" http://www.cruisercommand.com/forum/vie ... ?f=8&t=855 where the science console is bestowing good stuff to ships and the battlecruiser, the hacking would be casting evil stuff against enemy ships and the enemy battle cruiser and tampering and messing with things.
for instance here are some ideas for the hacking console ~~
-reduces enemy ship energy production by -10 for a duration
-locks the hangar, enemy ships are unable to launch or dock at their battlecruiser for 30 seconds
-causes all missiles that the enemy battlecruiser has loaded, to explode, dealing damage to the enemy BC and causing debris and fire around the bays where the missiles detonated....
Evil stuff like that
Hacking Console sounds like a really fun idea, but your approach just doesnt seem to work with how cruiser command plays out.
Hacking in my mind sounds like the counter-part of the "Science long-range buffs" http://www.cruisercommand.com/forum/vie ... ?f=8&t=855 where the science console is bestowing good stuff to ships and the battlecruiser, the hacking would be casting evil stuff against enemy ships and the enemy battle cruiser and tampering and messing with things.
for instance here are some ideas for the hacking console ~~
-reduces enemy ship energy production by -10 for a duration
-locks the hangar, enemy ships are unable to launch or dock at their battlecruiser for 30 seconds
-causes all missiles that the enemy battlecruiser has loaded, to explode, dealing damage to the enemy BC and causing debris and fire around the bays where the missiles detonated....
Evil stuff like that
Hacking Console sounds like a really fun idea, but your approach just doesnt seem to work with how cruiser command plays out.
You merely adopted Cruiser Command. I was born in it, molded by it.
One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.
Dont touch me you filthy casual.
One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.
Dont touch me you filthy casual.
- WhyteDragon
- Yarrr
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Re: Hacking
I love the idea of hacking. I like the idea of giving Infiltration more worth.
But, I do have to agree -- as infiltration currently functions, it will not work. There are simply not enough ways for the infiltrator to evade attackers currently for a long enough time to actually do anything worthwhile with this concept.
Before looking into hacking, I would suggest looking into a way of working infiltration into the currently game play a bit more cleanly. Maybe give them a method of disguising themselves as an enemy player, or a short term cloaking device, or maybe even make it harder to detect infiltrators as they fly in such that infiltration becomes more of a surprise rather than being instantly detected...
... there just isn't enough ways for an infiltrator to 'sneak around' at the moment for something as superb as hacking to be implemented.
But, I do have to agree -- as infiltration currently functions, it will not work. There are simply not enough ways for the infiltrator to evade attackers currently for a long enough time to actually do anything worthwhile with this concept.
Before looking into hacking, I would suggest looking into a way of working infiltration into the currently game play a bit more cleanly. Maybe give them a method of disguising themselves as an enemy player, or a short term cloaking device, or maybe even make it harder to detect infiltrators as they fly in such that infiltration becomes more of a surprise rather than being instantly detected...
... there just isn't enough ways for an infiltrator to 'sneak around' at the moment for something as superb as hacking to be implemented.
Something like this is more plausible, but I also wonder how deeply it would change gameplay.My new idea is to have the hacking console on your own BC in the space north of construction that is not used for anything. The way I was thinking it would work is that you set an angle to shoot from (basically, have an ability that you target somewhere in space to set a target angle). Then when you output something in the hacking console, if it's a valid command it will send out a hacking pulse in the target direction. If it hits the enemy Battlecruiser, it will execute the command.
The hacking pulse will quickly go over most of the map. It means that long range snipe hacking is only really possible if you're extremely lucky/skilled or if the enemy is moving very slowly or not at all. Also, based on how the hacking is set up, it will automatically loop, which means you can set the hacking to periodically send out pulses towards the target direction.
- Siretu
- Creator
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- Contact:
Re: Hacking
I feel like maybe I'll wait with hacking until we have a better idea of how to implement it properly.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
