Yet More Larp
So another successful LARP event, great software as always.
We tried our first PvP mission and though it went down well we think we have hit an overpowered ability.
HACKING.
Basically it seemed to win the day against everything else. Is there something I have missed or is it overpowered?
We tried our first PvP mission and though it went down well we think we have hit an overpowered ability.
HACKING.
Basically it seemed to win the day against everything else. Is there something I have missed or is it overpowered?
Comments
One of the new patches allows you to tune up the difficulty:
https://github.com/daid/EmptyEpsilon/commit/ff2b3a417eb4a215cd9407f7eeafe9e84d3013d1
But we could also tune down the effect on player ships?
https://github.com/daid/EmptyEpsilon/blob/master/src/spaceObjects/spaceship.cpp#L1020
Maybe it would be good to substract it from the power level, so you can counteract hacking by adding more power?
Shields hacked? That means you can save some power and coolant, use it to increase efficiency of the engies/ftl drive and get outta here. Mines and the own relay officer can help to delay the persuer.
Weapons hacked? Hack the other ship's shield. And so on.
There is at the different subsystems, but only if there is no other indicator.
In PvP I think the main 2 problems are that it's very effective with the multiply, and that there is no way to counter it.
Counters didn't go down well as an idea, you can already hack back so you would have to stop that to counter.
Limit the effect to 25% MAX, this means you just hack different systems rather than take one out fully. Or at Least certain systems can't be taken out entirely.
Have some sort of Reset, so when hacked you can reset the system, at the expense of heat.
Hacked system cannot be hacked twice.
Let Power boost, counter it. Or A Repair drone remove it straight away.
Maybe a hack SETS a power level higher automatically
Personally getting rid of the power level boost is a basic start and just limit its use or Power can counter.
All other solutions could get complicated
power *= (1.0f - systems[system].hacked_level * 0.25f);
https://github.com/daid/EmptyEpsilon/commit/5ad1e7598154c1ba97f523ae44f3d73dcfb4e975
https://github.com/daid/EmptyEpsilon/commit/e44535146d6bcbc6eccabe64b32403aa248e9e19
I don't want to criple hacking towards AI ships too much. And I don't want to introduce another server setting.
The first change makes it so you can effectively use heat generation to counter hacking effectiveness. The 2nd makes that repair crews have a 2nd hidden purpose.