Hacking as an alternative to exploding


(Lumi) #1

Okay, first of all I’d like to point out that this wouldn’t apply to all currently existing objectives. Some “to explode” objectives, especially primary objectives would still remain as such.

Also, the aim of the alternative is to render the engineers less of a must have in order to achieve objectives.

Now to the idea at hand, it would simply be that all recon classes would get a fast hacking tool. Similar to the engineers repair/plant /defuse tool. And for certain secondary objective that can be blown up, there would be an alternative method of shutting them down: hacking. Obviously, recon classes would hack faster and debug faster too. Debug being the reverse process.

So in practice right now one can plant a bomb on a generator and repair it once it blows up. The hacking would offer an alternative for shutting the generator down, while to restart it repairs wouldn’t work and a debugging would have to be done, which recons excel at, but engineers are just as good as medics or assault mercs.

My initial thoughts on hacking is that instead of it being a setup - time passes - blow-up mechanic like the bomb, it would be a apply it, progress saved type of mechanic, but with a longer bar to fill than a defuse for instance. So you have to spend longer on an objective but your progress can be reduced by a debug from the defending team.

So on one hand you have a low setup mechanic (planting the bomb) with a medium waiting time after which you have an immediate effect, which can be countered by an additive repairing mechanic.

And on the other side you would have a medium additive hacking mechanic, with a possible additive counter (just like the forward spawn capture works in Terminal), and once the hacking is full, the object is disabled, or door is open (thinking of dome here) and to counter it you need an equally medium additive process to debug it with the possibility of having it countered by an equally additive hacking.

Of course, as long as the hacking hasn’t been completed you can still plant a bomb and explode the objective, while an exploded objective gets it’s hacking status reset to factory levels, i.e. to how they start a game beginning.

A hacked objective can still be blown up, but there is a tactical choice to consider depending on your opponent team’s composition.

Once hacking is implemented, we can think of other things that can be hacked to change gameplay. For instance lock mounted turrets, so they can only be used by your team as long as they don’t get hacked back to a neutral state. (right now the EV turret is already team locked, so one can consider it happening for other turrets. And other ideas might pop up.

This idea came from the realization that every merc except the recons have a newbie friendly way of getting points. Medics can heal even if they do poorly combat-wise, engineers have the objective and combat mercs have their definite advantages on one vs one. Recons need to be good players to do well, otherwise they’re hindering a team. By allowing them to do an objective based mechanic, they will have a way of helping the team, even if they are performing poorly on the spotting/combat scene.

What do you people think of this new mechanic?


(neverplayseriou) #2

Maybe just for phantom a hacking ability, only works on secondary objectives which will be dissabled for a minute or have to be debugged?

Would give him some sort of viability.


(Lumi) #3

They would have to be debugged. It has the same effect as exploding the secondaries, but is done by a different means. And repairs need to be done by another hacker and not engineer.

Also, it would be for Phantom, Vassili and Red-Eye. And it’s not as much as to give them viability but more as to give them a feel of helping the big picture.


(RyePanda) #4

I feel like this could make side objectives really easy. Like, too easy.


(Lumi) #5

this is why I mentioned them being longer than to hack than to plant. Also, Recons are meant to be far from the fight, they’re not really at ease in close quarters, except maybe for Phantom. So the hacking possibility would put a hacker at a disadvantage. Vassili’s and Red-Eye’s like to keep their distance. So it’s a mechanic that can back-fire.
Also, it would work similarly to the forward spawn in terminal, being able to counter it just as easily as it is used. Keep that in mind.


(RyePanda) #6

this is why I mentioned them being longer than to hack than to plant. Also, Recons are meant to be far from the fight, they’re not really at ease in close quarters, except maybe for Phantom. So the hacking possibility would put a hacker at a disadvantage. Vassili’s and Red-Eye’s like to keep their distance. So it’s a mechanic that can back-fire.
Also, it would work similarly to the forward spawn in terminal, being able to counter it just as easily as it is used. Keep that in mind.[/quote]

For example, let’s take the generator room in Bridge. A C4 takes 2 seconds for an engineer to plant ( I think ) and 50 seconds to explode. How long will hacking take? If it’s more than 50 seconds it’s pointless, and If less they are better than engineers.


(Lumi) #7

this is why I mentioned them being longer than to hack than to plant. Also, Recons are meant to be far from the fight, they’re not really at ease in close quarters, except maybe for Phantom. So the hacking possibility would put a hacker at a disadvantage. Vassili’s and Red-Eye’s like to keep their distance. So it’s a mechanic that can back-fire.
Also, it would work similarly to the forward spawn in terminal, being able to counter it just as easily as it is used. Keep that in mind.[/quote]

For example, let’s take the generator room in Bridge. A C4 takes 2 seconds for an engineer to plant ( I think ) and 50 seconds to explode. How long will hacking take? If it’s more than 50 seconds it’s pointless, and If less they are better than engineers.[/quote]

Make it 20 seconds. But remember that that can be cancelled. So although you need 20s to do it in one go, you can always need longer if the defence starts debugging. In a much more typical situation, a vasilli would enter the room, let’s say empty at that time and start hacking. After 10s he would be killed by a fragger which would then start some debugging at half speed since he’s no recon for 6 seconds before he has to enter a firefight and defend. He looses. Now the generator is at 7s recon hack input instead of 10s. And you need another recon to come in and continue the hacking process, any other merc will just plant a bomb.

That is when a bomb got planted and then defused before exploding. The hacking was still unaltered and you have a phantom on defence spending 5s on debugging it before getting killed. There, an attacker Red-Eye starts hacking it and requires now 18s to hack it fully.

So you see that it wouldn’t be OP as opposed to the bombing. It’s just a different process. To manage a hacking in one go you’d need to kill everyone right after a spawn instant and have them all out of the game for 20s in a row. Hacking would work somewhat like the forward spawn currently does, and that one goes back and forth many times before falling to the attackers. It would quickly change again if the fact of capturing it wouldn’t change the spawns.

Of course fine tuning will need to happen with game data, but the hack/debug cycle would make it so that one would have a comparable alternative to engineers, while putting them on the bench for once considering objectives.