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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Because you can only have 1 active trap of a type at a time, those who are hacked repeatedly only penalize 1 hacker. So I was thinking it would be good to have more types.
Data Coruption Trap- the hacker looses 200 research points (possibly negating or even penalizing their successful hack)
Scope Savior Trap- treats 1 successful critical hack as a normal hack (meaning it prevents them from discovering one of your planets, but you still lose research)
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Fri Aug 27, 2010 8:18 pm |
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OneHitPoint
Joined: Wed Aug 04, 2010 4:54 pm Posts: 86
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Well the current anti-hack trap just nerfs the hacker's cloak, which only means they have to wait until they can try to hack again. So how about this:
Cry Wolf Trap- Overwhelms the hacker's sensors with false readings, reducing their ability to detect real threats by 99% for 4 hours.
EDIT: came up with a second idea to suggest
Virtual Inergon Trap- Targets the reactors of infected ship, adding 10s to the energy recharge rate for 6 hours
Last edited by OneHitPoint on Sat Aug 28, 2010 12:49 am, edited 1 time in total.
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Fri Aug 27, 2010 10:39 pm |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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Counter Virus: YOU steal research from the hacker Quantum Incryption: Automatic Fail Subspace Signal Triggered Torpedo(Dan could think of a shorter name): Automatically disables hacker
_________________Headless wrote: The ship ran out of gas, a group of Inergons got into the Romulan Ale, and there are Space Herpes everywhere. Help, I need allies!
viewtopic.php?f=7&t=9503 The 1.8 Adventure Update thread
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Fri Aug 27, 2010 11:10 pm |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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zophah wrote: Because you can only have 1 active trap of a type at a time, those who are hacked repeatedly only penalize 1 hacker. So I was thinking it would be good to have more types.
Data Coruption Trap- the hacker looses 200 research points (possibly negating or even penalizing their successful hack)
Scope Savior Trap- treats 1 successful critical hack as a normal hack (meaning it prevents them from discovering one of your planets, but you still lose research) Data Corruption Trap won't work at all. Why? I ALWAYS empty my research pool before every hack I made.. If I get that trap triggered on me, I lose nothing.. Wasteful trap.. Scope Savior Trap works. It resists chance of getting planet revealed via successful crit-hack. Great idea..
_________________Nocifer Deathblade, Founder and Leader of the Dysonians
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Sat Aug 28, 2010 1:33 pm |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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Different hypothetical hack traps might not leave the person's name who set it on the ship log of the hacker. Maybe an AI virus that does the same but offensively instead of defensively.
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Sat Aug 28, 2010 5:47 pm |
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OneHitPoint
Joined: Wed Aug 04, 2010 4:54 pm Posts: 86
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Nocifer Deathblade wrote: Data Corruption Trap won't work at all. Why? I ALWAYS empty my research pool before every hack I made.. If I get that trap triggered on me, I lose nothing.. Wasteful trap..
Scope Savior Trap works. It resists chance of getting planet revealed via successful crit-hack. Great idea.. Well at the moment I think (feel free to correct me if I'm wrong) that traps only go off AFTER the calculations to see if an attack/hack worked were complete. If my guess is correct, the Data Corruption trap would at least partially work (because it nerfs the data you just stole) and the Scope would probably fail because the planet has already been awarded before the trap is allowed to inflict it's effect. For the above mentioned reason the first two Robert suggested would probably also not be possible. As for his subspace torpedo, I'm against on the basis that he suggests that the disable be automatic. Not even the omicron mine trap is a sure thing on that except for peeps who are too low level to have the tech or deckspace for that much hull/shields
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Sat Aug 28, 2010 7:19 pm |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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If I remember correctly, a critical success won't set off a trap or show up on the victim's log. That, or my first hack on someone got a planet and didn't trigger a trap and 15 minutes later it did, I also vaguely remember getting a planet and setting a trap off at the same time. Either my memory is suck or it has been tweaked. Failed hacks don't show up on logs either if there is no counter-hack or critical fail. I'm not sure what counts for the action limits but I think any failed hack should count considering how easy it would for someone to get gang-banged while they bank their research. I'd like to see more hacking implements that hide a user's name.
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Sat Aug 28, 2010 7:52 pm |
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Zhorgul
Joined: Mon Feb 15, 2010 8:10 pm Posts: 350
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The best hack trap is you to increase your scan ability ... I don't understand why you would trap any hacker since your scan is low ... So I'm quite against any of these solutions.
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Mon Aug 30, 2010 11:26 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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Scanning can block hacks so allowing low stealth people to hack and counterhacking requires stealth, but that takes you off the battle tab so it is kind of pointless. Scan seems to work a lot better though, even when it isn't high enough to block.
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Mon Aug 30, 2010 6:39 pm |
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