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I didn't implement that as a feature.
The hacking device block will only hack the grid directly connected to it.
Kind regards! :)
I tried to attach the hacking device to a small remote controlled drone of mine, that I intended to "land" on enemy ships with a landing gear or a connector.
But every time I hack, the enemy ship/station won't get hacked to "Me" as owner.
https://www.youtube.com/watch?v=RSxgQyVKUoU
Love to hear that nice words!
Exactly what the mod was created for - everything and everyone is a scavenger!
Some self advertising:
You could try out my mod "[Dawese] Roleplay Portable Radio. You may like it if you're a Fallout fan and if you're playing often without ships. :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3490384397
You're most welcome. And thank you!
Your mod breathed enough life back into SE for me to get a few weeks of play out of it, which is more than any other mod has done in a long while. It gives a reason to actually try a pirate play--since all of the automatically generated grids tend to defend themselves, the only way to capture a vessel normally is to pretty much destroy it from range.
I've spent a lot of play time recently throwing myself bodily at vessels, dodging turret fire, locking on to locally dampen with them, approaching from blind spots, squeezing into cracks between engines and such, and then hacking them, so I can take over their Task blocks and later grind them down to pieces I can build from.
Totally bypassed mining for an entire playthrough. Made it a whole different game.
Thank you very much for that valuable Input. I see the effort you put in it and I really apreciate that.
Minor spoiler:
A new block "EMP Transmitter" is going to be created next. It can be used to get access to the grid before hacking it.
I'm very sure that I'm going to use at least 80% of your ideas for it.
Thanks again for that great input! <3
This occurred to me after writing the rest. But it's important to note how SE itself works, to explain how my own thoughts about this stuff come about...
All blocks conduct power and transmit data. Even a light armor block is both a power line and a data line. But it'd be messy sending signals that way without standards, so the network would have to encode and decode the data in ways that don't get interfered with by the conductors in between. Your hacking minigame is essentially a man-in-the-middle attempt to inject a privilege exploit.
That's why I think hacking could make more sense applied to circuit blocks (attacking closer to the appropriate hardware), but an EMP should be should be up close and a field effect. Every grid is a big lightning rod/antenna, but EM Radiation is already a problem in space, so an EMP is gonna need to use a lot of power and be set off really close to overcome that.
I enjoy the tension of the hacking puzzle. But it requires that I get to a place where I can turtle long enough to do the minigame. An EMP would fill the need of getting me there without destroying the salvage.
In my opinion, a shining point of your mod is that it rewards planning to event play the mini game. A timed duration EMP would add one more tension layer as a risk while giving you a -chance- to hack the target at all, which is a reward.
Extra: There's an excellent chance for realism with an EMP--something like shutting off every block in a flat 500m radius immediately. Then if it takes out all of the 'smart' blocks on a grid, it toggles off the whole grid at once in a cascade (like the admin power-off command).
That way blocks turned off will turn back on at the end, but whole grids stay off until booted back up. Alternately, it could permanently damage any block with circuitry down to its 'Hack' line so you don't lose the important components.
I have been thinking about EMPs for awhile, as I electronic warfare feels a natural fit for SE. But your example radius would be a godmode off-switch and minigames mean time in a menu, which is instant death when dealing with Pirate or Factorum ships. But making and charging a limited-duration 'EMP Inhibitor' tool could work.
Ie. You have to make, charge, and then get close (within ~400-500m) to use it. Losing it by dying before getting to use it would -hurt-. Increases need for planning and the 'damaged' lightning effect from the light blocks could immersively indicate the EMP pulse duration is still effective. When the sparking stops, well... probably dead to a turret.
(To be continued.)
Glad to hear that, thank you very much!
I really appreciate that you're sharing your feedback and your ideas.
I'm going to think about your ideas!
What do you think of a new block "EMP Device" which can only be placed on "electrocal circuit blocks"? There could be another small minigame to solve. After solving, it could take some seconds, then playing a cool "EMP sound effect" and shutting down everything one by one in range of 1500 meters for 2 minutes? Including shutdown soundeffects everytime and maybe some lightning.
Opinions and thoughts appreciated.
Still working out very well and is indispensable to how I like to play.
A few more thoughts:
- Hacking is honestly really powerful in SE--for balance, might be good to require the hacking device only work if stuck to blocks that actually contain circuitry to access the grid. Maybe if the block uses Computer, Radio, or Detector components?
- Considering its usefulness in electronic warfare, perhaps a one-use tool that broadcasts a 1.5 km signal by siphoning power? Slap it down and then run for cover, basically. Even better as a sticky projectile from a launcher.
Thank you very much for your feedback! <3
I'm going to implement some of your ideas.
I thought about @Deapris ideas again and I'll try to mix it at least partially into the mod too.
Thanks to all again!
Feedback:
If I'd change anything, it'd be to make the brute pattern puzzle harder by adding boxes based on grid processing totals. That way if you want to hijack a station, its going to take longer, meaning more time to get shot during. That would also let you put a scaling difficulty on your dangerous crack idea. But rather than blowing up, I'd suggest burning out (max-damaging but not destroying) all grid-connected AI blocks, broadcasters, event controllers, timer blocks, control consoles, etc, The 'electrical circuits' essentially.
The current four boxes are great for anything in the small to medium sizes the game auto-generates (like mining carriages, etc), while a full scale carrier should probably be at least 6 boxes.
Did you add the mod to your savegame ingame after subscribing to it? The block is called "Hacking Device".
@Deapri: The reason there isn't a time limit is that I want to address "slower" gamers too. I really thought very much about the difficulty of the minigame. :)
But in future, there will be a "Dangerous crack"-button, which hacks the grid in a chance of 35%, but triggers a big explosion on failure after some seconds.
Thank you very much for your feedback! <3
Thanks
Small grid version will be released in ~7 days. Extra for you. <3