Difference between revisions of "AI War:Hacking"

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*K(nowledge) hacking is a great place to spend spare HaP, you can always use more K.
 
*K(nowledge) hacking is a great place to spend spare HaP, you can always use more K.
  
== What Happens after a Hack (or Attempted Hack)? ==
+
== What Happens During a Hack? ==
  
Hacking, in general, will lead to the AI deploying forces in the system where the hack is taking place to stop it.  How heavy the forces the AI sends for you depends on (roughly, and among other things):
+
Hacking, in general, will lead to the AI deploying forces in or around the system where the hack is taking place to stop it.  The strength of the AI response is affected by the following:
* How much hacking you've already done
+
* Each hack increases the response
* The value/cost of your current hack
+
* Past 100 HaP, having excess HaP reduces the response, but not below a minimum that increases with each hack
* How many HaP you have now
+
* Hacking at negative HaP causes the response to scale dramatically with how far in the red you are. 
  
 
Some of the AI's options include:
 
Some of the AI's options include:
 
* Spawning a set of Raid Starships with an Exo-Wave style goal (Hitting some key-component of your infrastructure)
 
* Spawning a set of Raid Starships with an Exo-Wave style goal (Hitting some key-component of your infrastructure)
* Spawning in a random place on that planet.
+
* Spawning ships at the command station or randomly at the edge of the gravity well
 
* Spawning on a connected AI World and attacking via a wormhole.
 
* Spawning on a connected AI World and attacking via a wormhole.
 
* Spawning Guardians.
 
* Spawning Guardians.
 
* Firing a Tachyon Pulse to show all cloakers.
 
* Firing a Tachyon Pulse to show all cloakers.
 +
* Launching waves at the planet or adjacent planets
  
 
The list of possibilities here is large, and will probably grow with time as more options are included.  Many options aren't listed or described in detail here simply because part of the 'fun' of hacking is to be forced to react to the new environment.  You always have the option of digging around to find all the options if that's your choice.   
 
The list of possibilities here is large, and will probably grow with time as more options are included.  Many options aren't listed or described in detail here simply because part of the 'fun' of hacking is to be forced to react to the new environment.  You always have the option of digging around to find all the options if that's your choice.   
  
== Rough notes about hacking ==
+
Most hacks also accumulate strength for a final pulse when the hack completes.  The hacking response alert warns you how much strength to expect; be careful not to write a check you can't cash! Warheads may be called for.
 
 
Each Ship hack is exponentially more expensive, hacking wise, than the one before it.  In most games you'll only want to hack two, perhaps three, ARSs.  The third one will heavily challenge newer players.  The fourth and fifth hack are purposely meant to be game-ending cataclysms to keep some enforced variety in the game play.  Choose your targets well.
 
 
 
Each Knowledge Raid is roughly equivalent to about two and a half of the first ARS Ship Hack, and about two-thirds of the Hacking the second Ship Hack will cause combined with the first.  More than two planets worth of Knowledge stolen will be challenging without serious strategical thought.  Also, if you only need 500 Knowledge or so, don't fully K-Raid it and you won't incur the full penalty.  It is based on the amount of K that is stolen, not the number of planets you've stolen from.
 
 
 
For the SuperTerminal, removing 3 planets worth of AIP (60 points) is worth roughly as much as a full Knowledge Raid or the second Ship-Hack.
 
 
 
All of these activities add up together. So if you've Ship-Hacked twice and are now at about 1.5 K-Raids, your next K-Raid will be that much more difficult.
 

Revision as of 00:32, 24 February 2015

Credit for this is shared with forum member tadrinth, who originally posted these ideas here.

What is Hacking?

As you scout, capture planets, and otherwise progress, you accumulate AI Progress (AIP), which in brief is a measure of how annoyed the AI is with you. The more exposure you get to the AI, the more familiar you'll become with the AI's capabilities and vulnerabilities, which means you'll learn various exploits you can use against it. Your ability to execute these exploits manifests as hacking points (HaP), which you accumulate at the same time and at the same rate as AIP. If you never spend any HaP, your HaP at the end of the game will end up greater than or equal to your AIP.

As of core game version 8.xx, almost all hacking gets done through the Hacker unit.

The cost of hacks increases by 50% per hack per type.

Hack Type Initial HaP Cost Description
Fabricator 30 When you capture a planet with an advanced fabricator, you get to build a new Mk V ship type. However, only that fabricator can build that ship, and if you lose the fabricator later, you lose that ship type too. Hacking a fabricator lets you add the design to your Space Dock directly, so you can build it there without ever taking the fabricator at all.
Design Download 50 This type of hack lets you steal a ship design that you can then unlock through the normal Mk I/II/III tiered structure. This gets you ships that would normally only be available to the AI.
Knowledge 30 for 3000 knowledge Stealing Knowledge Points from the AI.
Superterminal 1 per tick Lower AIP by 1 per tick, raises AIP floor by .1 per tick
Advanced Factory 100 Allows building MkIV ships from regular space docks (provided the MkIII versions are unlocked) for the rest of the game.
Advanced Starship Constructor 100 Allows building MkIV starships from regular starship constructors (provided the MkIII versions are unlocked) for the rest of the game.
Sabotage 10 Destroy the closest major enemy structure
Design corruption 30 Prevents the AI from building MkI - MkIV versions of a particular ship for the rest of the game
Advanced Research Station 35 Allows the player to select between 3 ship types when capturing the station, rather than just being given a single ship type
Sensor 10 Disables stealth detection for a short time on a planet


One player's opinion about the value of various hacks:

  • Fab hacks are very popular, since hacking a fab means you don't have the capture the planet AND you don't have to defend the fab. They're also super reasonably priced.
  • Factory and ASC hacks are pretty expensive, but potentially worth it if they're in particularly indefensible spots.
  • Design Download hacks are solid gold, if there's a very strong ship type available and you have the K to unlock higher marks, as they get you an entirely new ship type. They're not cheap, though.
  • Design Corruption hacks are nice if there are any ships that you just don't want to deal with. Most useful against ships that are a threat in waves; the hack will not stop Mark V versions from showing up on the *AI homeworlds. Eyebots are a good example, as a wave of eyebots is a pain in the butt.
  • Sabotage hacks are nice for getting past otherwise unwinnable defensive combos. Guard post that wrecks bombers under a FF? Sabotage the FF. It's also great for AI Eyes, since the hack response will up the number of ships in system, and the eye itself is a valid target.
  • Haven't found much use for Sensor hacks yet.
  • K(nowledge) hacking is a great place to spend spare HaP, you can always use more K.

What Happens During a Hack?

Hacking, in general, will lead to the AI deploying forces in or around the system where the hack is taking place to stop it. The strength of the AI response is affected by the following:

  • Each hack increases the response
  • Past 100 HaP, having excess HaP reduces the response, but not below a minimum that increases with each hack
  • Hacking at negative HaP causes the response to scale dramatically with how far in the red you are.

Some of the AI's options include:

  • Spawning a set of Raid Starships with an Exo-Wave style goal (Hitting some key-component of your infrastructure)
  • Spawning ships at the command station or randomly at the edge of the gravity well
  • Spawning on a connected AI World and attacking via a wormhole.
  • Spawning Guardians.
  • Firing a Tachyon Pulse to show all cloakers.
  • Launching waves at the planet or adjacent planets

The list of possibilities here is large, and will probably grow with time as more options are included. Many options aren't listed or described in detail here simply because part of the 'fun' of hacking is to be forced to react to the new environment. You always have the option of digging around to find all the options if that's your choice.

Most hacks also accumulate strength for a final pulse when the hack completes. The hacking response alert warns you how much strength to expect; be careful not to write a check you can't cash! Warheads may be called for.