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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.01 07:57:00 -
[1]
æPvP Hacking and Battle Stations oh my!Æ
IÆve been playing eve for a long time now and it is a great game. But one thing has kind of bugged me and it seems many other people in game as well; that is the inability to use hacking against players in a Sci-fi game. That the option isnÆt even there is a pretty big deal, at least for me anyways.
This idea isnÆt by any means new. Indeed there have been previous threads (some of which I managed to read) and none of them really proposed a system (even a simple one) of hacking. Instead they tended to read more like ôWe should have hacking, it would own so much.ö And ô Put in hacking coz then we can clean up all the cans and solve lag.ö
After talking to other people in game and asking them if they think hacking should be in the game and if so; what could you do and how could it work? I have basically written up all the collective data into some kind of basic system and put it up for all to see. With any luck the DEVS might see this post and think, ôOOOO not bad.ö Well don the reading glasses and spark up your cigar and have a read of what follows.
PvP Hacking Systems
Legend: (IÆm sure you could all think of better names for the following)
FS = Firewall Strength (FS is the base strength of a ships/POSÆs defence against hacking ûThink along the lines of sensor strength) IW = Infiltrated Window (IW is the window of time to do what you do once you have hacked someone or something) HS = Hacking Strength (HS is the hacking strength of your hacking module and skills û think along the lines of jamming strength-)
Pod = 10 FS Frig = 40 FS û 79 FS Cruiser = 80 FS û119 FS BS = 120 FS û 199 FS Cap Ships = 200 FS û 229 FS POS Structures = 215 FS û 255 FS (Depending on the structure) Small Pos = 230 FS û 269 FS Medium Pos = 270 FS û 299 FS Large Pos = 300 FS û 349 FS *Battle POS = 350 FS û 399 FS (IÆll come to that idea later) Outpost û 400 FS and higher Capital Array = 400 FS and higher Freighter = 1000 FS Cans: It is possible to STEAL from all the cans except station cans. But you must be within 1500m to pick up the loot, and you can only do it within your IW. When your time runs out you must go through the hacking process again. Small Secure Container 150 FS Medium Secure Container 200 FS Large Secure Container 240 FS Huge Secure Container 275 FS Giant Secure Container 310 FS Station Secure Container 350 FS (Cannot steal from Station Cans, only view the contents)
Skills û per level
Hacking: 5% Bonus to Hacking Strength per level and 20% Bonus to Infiltrated Window per level Advanced hacking: 5% Bonus to Hacking Strength per level and 20% Bonus to Infiltrated Window per level Deployable Hacking: 5% Bonus to Hacking Strength against a deployable per level and 10% Bonus to Infiltrated Window against a deployable per level Ship Hacking: 5% Bonus to Hacking Strength against a Ship per level and 10% Bonus to Infiltrated Window against a Ship per level
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.01 07:59:00 -
[2]
Edited by: Archivian Specialatus on 01/11/2007 08:02:23 Modules and Beacon
Infiltration Module: (Mid Slot) Non-racial 20 HS (Racial = 30 HS) 10secs IW. Module range 40km Activation time: 60secs
Example of Infiltration Module use: The enemy ships could counter with a module with an effect equivalent to ECCM. The idea behind the Infiltration Module is to encourage battlefield hacking. ôDirect Hackingö. Risk vs Reward.
POS Sieges: Just before or during a POS siege you could use your racial infiltration module against the relevant POS and if you are successful it will give you an IW and then you can use the relevant Infiltration module to hack the POS guns one by one and start to offline them. OR Once you have hacked the POS you can use a non-racial module to hack and offline shield arrays one by one or a limited number of other non-racial deployable structures such as the cynocural system jammer to allow your capital fleet to cyno in. Also electronic warfare batteries, energy neutralizing arrays and system scanning arrays.
If you are with a Gang and you land in a deployable warp bubble (Ambushà noooo) And your gang know that cant win the fight, but they are lucky to have a hacker with them. Then the gang can do their best to hold off the attackers whilst the hacker tries to hack the warp bubble and turn it off, allowing whatÆs left of your gang to escape.
Ship to Ship: Either during a battle (if your brave enough) or with a small gang of recon ships which have disabled a suspicious passer-by or by acting like a ninja by using passive targeters, you can hack a targeted ship and search for information on the pilot. You can search for: View what corps/alliances he is red or blue to. View how much isk they have in their wallet/corp wallet View the most recent page of their journal. View number of skill points View what implants they have View what is in their cargo bay. You get the idea.
In future I think it would be cool (though I could see many disliking this idea) if you could hack a ship and disable up to 2 modules on that ship for 30secs. Would be useful against carriers or logistic ships. Maybe even useful for disabling a siege module on a Dreadnaught before it can begin its cycle; giving your squad a 30sec window to try and lock it and scram it. Also you are not completely disabling a ship, just handicapping it to give yourself or your gang/fleet an advantage.
Finally, if you happen across a can in space, you can hack it and see what is inside, and if you can get to within 1500m of it then you can steal its goodies.
Infiltration Amp (Low Slot) 10% bonus to Infiltration module HS
Infiltration Beacon Launcher Well it does what it says on the tin really. Though it comes with a massive CPU requirement like the cov-ops cloak. It works just like the stealth bomber launcher.
Infiltration-Beacon Relay Directional:45 degrees Hack Range 3 AUÆs Use Range 3 AUÆs (Infiltration ShipÆs maximum distance from probe) -10 HS 80 FP Hack limit: 325FP (Level of Firewall Points It cannot hack past/ cannot break) Flight time: 5mins
Can only be used on Starbase Structures
Penalty: Flyer Beacon Sig Radius x by 100 Hacking Ship Sig Radius x by 100 (whilst connected to the probe) Cloaking or warping whilst using an Infiltration- Beacon Relay will break your link to it link. (Must scan down and warp to the Infiltration- Beacon Relay to regain link û to regain link must be within 1500km) If the Infiltration- Beacon Relay is hacked whilst you are connected, your ship appears on the enemy hackers overview and he can warp in on you to 0. If Beacon is hacked whilst you are connected, the enemy can view what you are hacking.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.01 08:05:00 -
[3]
Example of using the Beacon relay: The idea behind using the Beacon in general is for information gathering allowing more options for spies or black-ops recon missions.
After setting up the Beacon relay, the hacker can sit in a safe-spot and hack a POS and its structures. After successfully hacking you can view how much stront is in the POS, what is being researched in the science labs. What minerals/items/ships are being stored in hangers and containers. Then report it all back to your Alliance and plan either a more effective siege, or decide the target is not worth the effort.
If the enemy figure out what you are doing then they can scan down either the Beacon or you and warp in and destroy it or you. Or they could warp in on the Beacon and hack it to find out what it is you are trying to look at. Also once they hack it, your location will be revealed on the enemy overview and they can warp to 0 and try and introduce you to the business end of their siege launchers.
If you warp or cloak during the use of your Beacon, your link to it will be severed and you will have to warp to it (either by scanning it down, or warping to the safespot you left it at) and get within 1500km of it to activate the link again. Or once your Beacon launcher has rebooted you can launch another Beacon and start again.
Long Range Ship Infiltrator Beacon
Directional:360 degrees Hack Range 3 AUÆs Use Range *2 Light Years* (Infiltration ShipÆs maximum distance from probe) -20 HS 40 FP Hack Limit: 150 FP (Level of Firewall Points It cannot hack past) Flight time: 5mins
Penalty: Long Range Ship Infiltrator Beacon Sig Radius x by 10 Hacking Ship Sig Radius x by 10 (whilst connected to the probe) Cannot use Beacon options whilst in warp or cloaked. If the Long Range Ship Infiltrator Beacon is hacked whilst you are connected, your ship appears on the enemy hackers overview and he can warp in on you to 0. (If you are in the same system) If Probe is hacked whilst you are connected, the enemy can view what you are hacking and know what system you are in. (If you are not in system)
Example of using the beacon: (I donÆt know how likely this idea is) The beacon is basically a probe that you can leave in a system and still use after going to the next system. After leaving the beacon near a station or gate, it will give you information on what ships are within scan range (every time you refresh the list) and go one step further and tell you who is flying it. You can then have the option to right click and ôshow infoö to see what corp that person is with and all the other info the ôShow Infoö box normally lets you see. Very handy for scouting and preparing an ambush.
However if the enemy the beacon and warp in on it. They could destroy it or they could hack it to find out what you are looking at exactly and also reveal your location. If you are in the system you will show up on their overview and the pew pew will commence, or it will tell them what system you are in. And if you are with the rest of your camp then you lose your element of surprise.
Using it at a distance of 2 Light Years, means that your range for using it could be only within the same system ûif it is a huge system- or it could be over 2 or 3 systems if the systems are small and close together. A skilled hacker pilot will know the benefits and when it is best to use it or not.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.01 08:06:00 -
[4]
The ships below are obviously just made up for an idea of what a hacking ship could be like. They are pretty high skilled (though not too high in my opinion) and a new ship skill is invented (Infiltrator) to add to the list of things to learn.
The reason they require so many skills is simply because these hacking ships can prove to be very powerful with good organisation. Information gathering can really turn the tied of wars in this game and so should be earned.
All Heavy Infiltrator ships should have split weapons to limit the capability for DPS.
Hacking Frigate
Skills Amaar Frigate lvl 5 Cov Ops lvl 1 Assault Frig lvl 1 Infiltrator lvl 1 (Ship Skill) Hacking lvl 1
Crucifier Infiltrator Frigate
Frigate Bonus: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.
Infiltrator Ship Skill Bonus: 2% Bonus to Infiltration Module Range Per Level 5% Reduction to Infiltration Module activation time per level. (Time taken: 60secs, after having lvl 5 Infiltrator: 45secs) 96% to -100% reduction in Infiltration Module CPU use per level (one module per ship)
Infiltration Module has 30sec Reboot time (cool down)
Cov-ops Bonus: 96% to -100% reduction in Cloaking Device CPU use per level
Assault Frigate Bonus: Resists: EM 60% Exp 80% Kin 62.5% Therm 35%
Rest of the stats same as Covert-Ops Crucifier
Omen: Heavy Infiltrator Class
Skills Armaar Cruiser lvl 5 Heavy Assault lvl 1 Recon Ships lvl 1 Advanced Hacking lvl 1 Infiltrator lvl 4 (Ship Skill)
Amaar Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to Medium Energy Turret rate of fire per level.
Infiltrator Ship Skill Bonus: 10% Bonus to Infiltration Module Range Per Level 10% Bonus to Infiltration Module activation time per level. (Time taken: 60secs. After having lvl 5 Infiltrator: 30secs) 96% to -100% reduction in Infiltration Module CPU use per level 96% to -100% reduction in Infiltration Beacon Launcher Module CPU use per level (one module per ship) 25% bonus to flight time for Infiltration-Probe Relay Per level 25% bonus to flight time for Long Range Ship Infiltrator Beacon Per level
Hacking Device has 30sec Reboot time (cool down) Infiltration Beacon Launcher Module has 5min Reboot time (cool down)
Heavy Assault Ship Skill Bonus: 10% bonus to Medium Energy Turret optimal range and 5% bonus to Medium Energy Turret damage per level 5% bonus to Heavy Launcher damage per level
Recon Ship Bonus: 96% to -100% reduction in Cloaking Device CPU use per level
Role Bonus: 200-unit reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.
Can equip 2 Infiltration Module simultaneously
Resists: EM 60% Exp 80% Kin 62.5% Therm 35%
Radar Strength: 24 Targeting Range 55Km
HiÆs: 5 slots : 2 Turret, 2 Launcher 1 T/L, 1 one spare.
1 extra mid 1 less low
Rest of ship same as Omen.
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Cailais
Amarr VITOC Fang Alliance
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Posted - 2007.11.01 09:34:00 -
[5]
You've got some interesting ideas, however Ithink you've introduced to many additional mechanics (neat though, reminds me of the rpg cyberpunk).
I like the idea of 'infiltrator' ships as a thematic. But Id tone down what you have her to a more simplified system using current ship attributes: rather than add more. Also, what effects do hacking attempts achieve (beyond *****ing cans?
C.
Piratise Low Sec! or Eve on Hard Mode (idea) |

Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.02 03:35:00 -
[6]
Originally by: Cailais You've got some interesting ideas, however Ithink you've introduced to many additional mechanics (neat though, reminds me of the rpg cyberpunk).
I like the idea of 'infiltrator' ships as a thematic. But Id tone down what you have her to a more simplified system using current ship attributes: rather than add more. Also, what effects do hacking attempts achieve (beyond *****ing cans?
C.
Well the system used for the hacking is the same as ECM for the most part (except for the becons, that bits new) so I dont see why the basic hacking modules couldnt be added relativly quickly other than checking balancing.
As for the reason for doing it all. Well I said above so its best to check there for more details. But basically for information gathering and POS sabotage (Offlining enemy POS deployable structures - more details above)
The base ship atributes are already there, or stolen from the T2 ships of the ships mentioned above. The only new bonuses that are there are the ones to do with hacking.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.04 19:54:00 -
[7]
Added Some Pics for how the Hacking Ships could look.
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Lady Melandhra
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Posted - 2007.11.07 23:44:00 -
[8]
yay for pics! :)
as long as it's kept in check something like this could be cool. Certainly a more fun way of getting standings than going through diplo channels (and more accurate too!).
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DJTheBaron
Caldari FinFleet Band of Brothers
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Posted - 2007.11.24 10:08:00 -
[9]
I was thinking more along the line of an idiot proof prenerfed system.
Hacking x object takes x seconds, dependant on module and piliot skill, or perhaps hacker hardening.
However if more variables and skillsets appeal to professional hackers, i see no reason to specialise structure hacking in the same mannor as scan probing skills and probes have been implimented.
As for your hacking stats, personally i would prefer ewar style modules that have a totally new skillset and ship class, activate shield hack module with a strength of 5, against a ship with shield strength 20 and have a 1/4 chance of removing either x% of a random resist, or x% total shield hp, and add other hackable attribues as you see fit.
I'd love to see it in use for tech 3 heat sub system targeting.
But i'd also love to see a minigame where you access the cpu and you have to do something dumb like navigate a ship scematic to break down subsystem after subsystem before you get through to a primary function, however this wouldnt be doable while flying a ship under fire :-p
"The Views & Opinions Expressed In This Post Represent Your Own, So Dont Bother Arguing" DJTheBaron: Diplomacy 4TW |
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