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 | + | == 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. | + | 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: | 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 | + | * 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. | ||
− | + | 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. | |
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Revision as of 23:32, 23 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.