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Expansion to hacking
#1
Hacking in general feels rather dull and limited to me, so I'm composing this to give my two credits on it.

I suggest making ID-lock machinery hackable as well, with varying methods to get around them. Packets also come into play more, as well as physical wiring. Some equipment has multiple ways to achieve the same task.
Let's say, for example, you're trying to unlock the clonepod. Perhaps you need a blank clone but there's no doctor around to help you. Under this suggestion, you would be able to open up it's electronics panel and see which wires do what. Careful, you could brick the cloner if you cut the wrong wire!
The mining magnet console can also be a challenge. Maybe there are no miners, but the station desperately needs materials? Well, you could disable it's ID scanner by disconnecting the thing (probably in some cool epic fun gameplay way I haven't thought of yet), or you could do something like mimic pod packets, or fuck with the scanner so it thinks every card is a mining card. Etc.

Different departments also have their own quirks and access codes. The new codes would ne NETPASS_HEADS for command, NETPASS_SECURITY for security, NETPASS_MEDSCI for those two, NETPASS_ENGINEERING for all that plus cargo and mining, and NETPASS_CIVILIAN for stuff like catering and whatnot. Hackable equipment unique to those departments will require that specific code, like engine requiring NETPASS_ENGINEERING and HoP console needing NETPASS_CIVILIAN, etc.
Hacking computers is also risky business. NanoTrasen has dealt with packet nerds before, and upped their security! Now, if you fail excessively or slip up on the order, more delicate machines will temporarily lock down and alert their respective department. For example, trying to hack something in security and doing a shitty job of it will have that machine lock itself down for a couple of minutes and alert every security officer on the station.

On top of that, less "smart" machines can still give you trouble! High-power machines such as cloners, chemicompilers, and chem dispensers can fry your bones out if you aren't careful with them.

And finally, just to make things more interesting, hacking is now considered illegal as per space law. Security can and probably will detain you for packet nerding (engineers get an exception as long as it stays within the department), and also get tons of fancy new toys to tell them when a system's been compromised.

All in all, this is to make hacking more interesting, useful, and risky. Perfect for extreme lowpop, and fun on highpop when you can get sentenced to a hundred swirlies after the security wing catches you fucking around with an engineering console. Hack carefully!
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#2
While it seems like a fun experience for an experienced player, I'm a little worried about how it could impact newer players. I find some newer players have a small difficult time hacking doors as it is right now, despite it being simple once you get the hang of it

TLDR: as an experienced player this sounds fun. However I worry for new players and potentially the harsher punishments for failing
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#3
To be honest, yeah. I can't believe I missed that. I'll have to find some way to make it more friendly to new players... as psychotic as that sounds, given that this is SS13 of all things.
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#4
New feature Packet hack is always good for experience player.
and add more tool for packet nerd pool.i like it but all i want right now is just make some thing we already have be proper to use. for example
MED_PASS right now is useless it use for only to open restrict medical locker.and medtrak program are not common use have some way to interact with old mechanic one first before step to new thing miht be better to improve game.
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