Waaait calm down, its not about the evil evil hackers who have unlimited shield and onehit lasers.
No, its about a Mechanic for the future.
Electronic Warfare
A Support Module that allows you to hack into the systems of the target ship.
As a victim, you would have a countermeasure to that. as soon as the attacker starts the hack attack, you would have to solve a cipher, the faster player wins. If the Attacker wins, the following could be accessible for him:
(disabled life support could last a minute, hacked engines, silent running and flight assist just a few seconds, scrambled hud and radar like 20s, reactor output like 30s - you know, a balanced value based on the effect)
Also you could not start the same one over and over again, each of them would have a seperate "cooldown"
Better module = stronger/longer effect.
If the Victim wins, the attack backfires and fries the attackers hacking module for a while, so that he cant attempt to start the next hack right after he failed.
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In the future, when boarding is implemented, a similar mechanic could be used to sneak into the ship of another player.
So instead of blowing the cargohatch open and alert everyone on board, you could also hack the door. a modern lockpick.
inside the ship then you could hack different things directly, sabotage the ship.
Release his cargo, do the things from above (all at the same time, but you have to access the modules directly)
Or, when you get into the cockpit, override the ownership of that ship so that you can steal it (if you fail that one, it initiates self destruct)
No, its about a Mechanic for the future.
Electronic Warfare
A Support Module that allows you to hack into the systems of the target ship.
As a victim, you would have a countermeasure to that. as soon as the attacker starts the hack attack, you would have to solve a cipher, the faster player wins. If the Attacker wins, the following could be accessible for him:
- Disable his Life Support for a few seconds
- Disable Flight Assist
- Initiate Silent Running to overheat his ship
- Randomly start his Engines to push him into random directions
- Scramble his HUD
- Add false Radar Signatures
- Lower the output of his reactor so that his shield recharges slower, weapons overheat faster etc
(disabled life support could last a minute, hacked engines, silent running and flight assist just a few seconds, scrambled hud and radar like 20s, reactor output like 30s - you know, a balanced value based on the effect)
Also you could not start the same one over and over again, each of them would have a seperate "cooldown"
Better module = stronger/longer effect.
If the Victim wins, the attack backfires and fries the attackers hacking module for a while, so that he cant attempt to start the next hack right after he failed.
---------------------
In the future, when boarding is implemented, a similar mechanic could be used to sneak into the ship of another player.
So instead of blowing the cargohatch open and alert everyone on board, you could also hack the door. a modern lockpick.
inside the ship then you could hack different things directly, sabotage the ship.
Release his cargo, do the things from above (all at the same time, but you have to access the modules directly)
Or, when you get into the cockpit, override the ownership of that ship so that you can steal it (if you fail that one, it initiates self destruct)
the minigame itself could be a very fast puzzle. a word that is scrambled like "Elite Dangerous" -> "lEite sruneoDag" each second that passes will unscramble the word more and more, and when its over it counts as a loss for the attacker.
so with a little bit of exercise you could solve it in less than a second
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