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View Full Version : Why do imps de-activate in hacknet?



jernau
29-10-04, 00:22
Is it deliberate?

It makes no sense to me.

SynC_187
29-10-04, 00:26
* Agrees *

Whats the point in having hack from my SF and SA when I can't use it in hacknet?

MrChumble
29-10-04, 00:32
It forces people to specialise in hacknet skills as you need a *lot* of base hack and T-C to get good damage on the spells.

As I dislike specialisation it won't be a surprise to hear I'd prefer imps to work.

craio
29-10-04, 00:32
Euh,maybe perhaps those influence your body(=material) and inside hacknet you dont have a 'body' (=dematerialized), plus the imps are dematerialized aswell so they dont work...

SynC_187
29-10-04, 00:35
Euh,maybe perhaps those influence your body(=material) and inside hacknet you dont have a 'body' (=dematerialized), plus the imps are dematerialized aswell so they dont work...

So how come the hacknet software works? It looks like a USB memory stick, surely that is dematerialised too ;)

Edit: Damn just noticed over 1000 posts :angel:

jernau
29-10-04, 00:35
Euh,maybe perhaps those influence your body(=material) and inside hacknet you dont have a 'body' (=dematerialized), plus the imps are dematerialized aswell so they dont work...

All cyberpunk novels I read have people getting chips and stuff jammed in their brains to make them better in Cyberspace. It makes sense really - you're talking to a machine after all.

Also we have a whole range of Hacking CPUs, it seems odd that they don't work in the land of hackers.

I can understand armour not working (unless we get hacking armour of course ;) ).

MrChumble
29-10-04, 00:36
Whether they work or not should be down to which improves gameplay the most. It's easy enough to come up with reasons why they should or shouldn't work to fit the storyline to the gameplay :)

jernau
29-10-04, 00:41
Whether they work or not should be down to which improves gameplay the most. It's easy enough to come up with reasons why they should or shouldn't work to fit the storyline to the gameplay :)Hmmm....

I can't see a downside to them working. Maybe the software reqs need a few tweaks to adjust but that's probably going to happen anyway considering how much more work Hacknet needs atm.

Like you, I loathe specialisation so I'd rather they didn't adjust them of course ;).

Nidhogg
29-10-04, 00:50
Traditional cyberpunk maintains that only the mind is immersed in an illusion of cyberspace. Considering that the physical brain is still very much in the mundane world it follows that augmentations such as neural shunts can play a part. In Neocron on the other hand, the physical body is actually disintegrated and only the baseline intelligence remains so the avatar's attributes are very much down to the innate abilities of the user. That doesn't mean to say that concepts within the HackNet can't still be represented by iconic objects such as memory sticks.

Er, or something. :p

N

Birkoff
29-10-04, 00:58
I like the idea of not using IMPs in hacknet, a pure hacker should be better than a runner that hacks as a secondary skill and can use a weapon. Its hard to cap hacktools with pure hack thoguh so maybe it is a little exteme


*chukles* <sarcasm>lets wait for hacknet theme :lol: :lol: :lol: </sarcasm>

trigger hurt
29-10-04, 04:24
148 base hack
130 base tc

576% on my hacknet "heal"
544% on my hacknet "shelter"
somewhere near 600% on my hacknet attack software.

I dont think the problem is implants working. I don't mind that at all. But, it would be nice if there were specific implants that only worked in hacknet, like the software does. It would also be REALLY nice if they would fix the mob damage.

Full shelter/heal running and I take around 400/hit from a 60/60 mob. A 20/20 mob can kill me with shelter, if I don't heal. To me, that's a little more than just over the top... Also, I can't seem to find mobs that I can actually loot. I've been through hacknet...havent ventured into the DoY databases yet (see mob damage), but of the mobs I have killed, none of them would let me loot them.

Dromidas
29-10-04, 04:30
Euh,maybe perhaps those influence your body(=material) and inside hacknet you dont have a 'body' (=dematerialized), plus the imps are dematerialized aswell so they dont work...
Ah, is that why when you die you still leave a backpack with all your stuff inside hacknet? 8|

bubby
29-10-04, 04:55
Traditional cyberpunk maintains that only the mind is immersed in an illusion of cyberspace. Considering that the physical brain is still very much in the mundane world it follows that augmentations such as neural shunts can play a part. In Neocron on the other hand, the physical body is actually disintegrated and only the baseline intelligence remains so the avatar's attributes are very much down to the innate abilities of the user. That doesn't mean to say that concepts within the HackNet can't still be represented by iconic objects such as memory sticks.

Er, or something. :p

N
then if its only the mind WHY DO YOU LOSE FRIGGIN CHIPS WHEN YOU DIE IN HACKNET ?????

trigger hurt
29-10-04, 04:57
then if its only the mind WHY DO YOU LOSE FRIGGIN CHIPS WHEN YOU DIE IN HACKNET ?????
just do what I do. as a pure hacker, i dont need imps. If I die, just gr out, hack back in and wait of si. quick and painless with very little downtime.

if ur not pure, then yeah...kinda stinks to lose imps if they "arent really there".

Omnituens
29-10-04, 05:08
just do what I do. as a pure hacker, i dont need imps. If I die, just gr out, hack back in and wait of si. quick and painless with very little downtime.

if ur not pure, then yeah...kinda stinks to lose imps if they "arent really there".
either get rid of imp popping in hacknet

OR

activate implants in hacknet

capt-o
29-10-04, 05:22
To further complicate things psi spells are effective in hacknet. Both the resist booster and spy booster work in hacknet. The resist booster affects your max HP and the spy booster affects your (stamina?), whatever hack skill affects.

Yelly
29-10-04, 12:49
I got 160 base hack and only 10 points more to go and about 615 % on attack spell.
And also got about 140 high tech
So only way to cap attack spell is PURE HN hacker

[VP]Orion
29-10-04, 14:01
I got 160 base hack and only 10 points more to go and about 615 % on attack spell.
And also got about 140 high tech
So only way to cap attack spell is PURE HN hacker

Mod your software and you cap it already at 155HCK, 140T-C

Militaryman
29-10-04, 16:29
ok, This is the third time i'm typing this post because Internet Explorer is very buggy at work, anyways i'm typing it up on Notepad to get all of the words right this time.

I've been playing a hacker since I started playing this game and frankly I think that there are a ton of problems with it that can be fixed with the right ideas, I've come up with alot of ideas to help out that I think everyone would like.

First of all I think that they should have armor implemented in the form of software so it can be taken with you into the hacknet (but only used there.) I think the same about implants.. Example being, when Neo first went into the matrix he got software in the form of a black coat and glasses, and a ton of guns. While also getting software to help boost him inside of the matrix, the martial arts and other programs as an example.

What i've been thinking of is why not implement a form of "Tron" type armor that can be used as a Spy or PE with a decent Intelligence and high hacking requirement on them to assure that hackers are the only ones taking full advantage of them.

This could easily be implemented by putting them in the form of software and allowing the user to wear it as armor when inside the hacknet.

The same can be said about performance enhancers. I think that they should take hacking skill to "Install" them into the user. They should be self only and should NOT fall out when you die inside of the hacknet. I think that they should turn off any implants falling out inside of the Hacknet.

They also need to put in some higher level hacking software and some lower level ones to give to the people who want to begin their hacking career at a low level.

I find it moronic that people need to wait until they have 30 intelligence just to be able to attack in the net, I think it should be more measured on Hacking skill.

First the easiest part... the software.

They should put lower level regeneration and defense software that requires 5 intelligence and 45 hacking skill, as well as putting in attack software that requires 8 intelligence, 60 hacking skill, and 20 T-C.

That would allow lower level players to start out their hacking career earlier in the game, and make it a bit more fun for those that do.

They should have a next level of software starting at 13 intelligence for the regeneration and defense software and 15 intelligence for the attack software.

That would take care of the lower level game, however the higher level game also has a few problems. We have literally no choices in our software when we get to the highest levels. I feel that it would be great to put in software higher then Intelligence 70 requirement. This software would have 85 Intelligence requirement for the defense and regeneration software and 90 intelligence requirment 160 hacking requirment, and 115 T-C requirement.

That boost in software would give something to hackers in the end game that would make them a bit stronger and raise the cap above the now 330 (against 60/60 mobs) damage. That would help greatly when fighting the highest level programs that have skill rankings of 80/80, 100/100, and 120/120.

Also I feel that they should give us some secondary software that has other effects in the net, to allow us some freedom that hackers SHOULD get.

Here are a few examples..

Neocron Mainframe Hyperlink : 90 Intelligence 160 Hacking requirement. This software would take 60 seconds to execute and when complete will teleport you to the entrance of the Neocron Mainframe.

Dome of York Mainframe Hyperlink : Same as above but for the DoY Mainframe.

City Merc's Hyperlink : 95 Intelligence 175 Hacking requirement. Same as the above two, but teleports you to the City Merc's.

Return Protocol : 50 Intelligence 130 Hacking requirement. Takes 30 seconds to execute and will return you to the DNS of your faction.

Data Corruption : 75 Intelligence 160 Hacking requirement. This is an attack program that does damage over time to it's target when cast, it also has the side effect of cutting all of the target's attempt's to heal themself in half. When cast on an NPC Program it will confuse the target and it will switch target's randomly attacking them (even friendly programs)

Breech Subsystems : 105 intelligence 200 Hacking requirement. This Program when cast on any database or high security database will unlock all of the data it has within to you for a 30 second duration. Once the effect wear's off the mob will terminate itself.


That is just a few idea's for software that i've had in the past, it would allow the most specialized hackers the freedom in the Hacknet that they deserve.

Now for the enhancement software...

This software should be able to be used in the place of implants when inside of the Hacknet. They will be able to be installed anywhere but will only take effect when you are inside of the Hacknet. These programs will buff your primary hacking stats however, as you can not put in two of the same implant they should be streamlined so you can use more and more programs with a greater effect when you get to the higher levels, but only start with the basics at lower levels.

A few examples of these enhancers.

Brain Software -

Signal Booster : Requires 25 Intelligence and 75 Hacking skill. This enhancer will add 5 hacking.

Signal Booster 2 : Requires 40 Intelligence and 115 Hacking skill. This enhancer will add 10 Hacking.

Signal Booster 3 : Requires 75 Intelligence and 150 Hacking skill. This enhancer will add 15 Hacking.

Signal Repeater : Requires 90 Intelligence and 180 Hacking skill. This enhancer will add 20 Hacking.

Eye Software -

Signal Amplifier : Requires 30 Intelligence and 90 Hacking skill. This enhancer will add 5 T-C.

Signal Amplifier 2 : Requires 50 Intelligence and 125 Hacking skill. This enhancer will add 10 T-C and 1 Dex.

Signal Amplifier 3 : Requires 80 Intelligence and 165 Hacking skill. This enhancer will add 15 T-C and 3 dex.

Signal Amplifier 4 : Requires 105 Intelligence and 195 Hacking skill. This enhancer will add 20 T-C and 5 dex.


Heart Software -

Signal Reinforcement : Requires 35 intelligence and 100 Hacking skill. This enhancer will add 1 Constitution, 15 to Body Health, and 15 to Endurance.

Signal Reinforcement 2 : Requires 70 Intelligence and 150 Hacking skill. This enhancer will add 3 Consitution, 20 to Body Health, and 20 to Endurance.

Signal Reinforcement 3 : Requires 100 Intelligence and 180 Hacking skill. This enhancer will add 5 Constitution, 35 to Body Health, and 35 to Endurance.

Hand Software -

Bandwidth Allowance : Requires 30 Intelligence and 75 Hacking skill. This enhancer will add 25 Hacking Power (not hacking skill).

Bandwidth Allowance 2 : Requires 60 Intelligence and 130 Hacking skill. This enhancer will add 50 Hacking Power.

Bandwidth Allowance 3 : Requires 90 Intelligence and 180 Hacking skill. This enhancer will add 75 Hacking Power.

Back Software -

Neural Amplifier : Requires 20 Intelligence and 60 Hacking skill. This enhancer will add 1 Intelligence.

Neural Amplifier 2 : Requires 35 Intelligence and 80 Hacking skill. This enhancer will add 3 Intelligence.

Neural Amplifier 3 : Requires 68 Intelligence and 130 Hacking skill. This enhancer will add 5 Intelligence.

That would be a great implant system. Some might argue that they are powerful, but with the lack of Psi buffs I think it would turn out fine.

As for armor, they should put in armor that protects from both X-ray and Energy (or whatever the mobs hit for) no need to put defense on it for anything else.

It would take the shape of armor inside of the hacknet. But would be in the form of Software when outside of the net. This way hackers would be able to defend themselves from attacks inside the net with more then just defense software.

I'll just go straight into the armor system...

Signal Bounce : Requires 10 Intelligence, 5 dex, and 50 Hacking skill.

Signal Bounce 2 : Requires 20 Intelligence, 12 Dex, and 90 Hacking skill.

Signal Bounce 3 : Requires 40 Intelligence, 35 Dex, and 140 Hacking skill.

Signal Bounce 4 : Requires 60 Intelligence, 55 Dex, and 160 Hacking skill.

Signal Reflector : Requires 75 Intelligence, 70 Dex, and 180 Hacking skill.

Signal Reflector 2 : Requires 85 Intelligence, 80 Dex, and 200 Hacking skill.

Signal Reflector 3 : Requires 95 Intelligence, 90 Dex, and 210 Hacking skill.

Signal Reflector 4 : Requires 105 Intelligence, 100 dex, and 220 Hacking skill.

Of course every of them should have a different look, getting more and more impressive as they get higher.

Make it so that some of the highest level stuff you have to hack from the Tech Haven Database, and make it so that all of the stuff cant be traded.

This way the first and maybe the second signal deflector's will be able to be gotten from the normal Hacknet dealer's while the 3 and 4 will have to be hacked.

While the level 3 and lower could be bought from the Hacknet vendor as well, or maybe even a smuggler.. hell maybe a smuggler on the net ;)

While the higher enhancers that could only be used by the highest of players would have to be stolen from databases, like the TH one for example.. once it's active.

Anyway kinda at work so cant go into everything more clearly, just posted my raw ideas. Have at them :p

jernau
29-10-04, 16:45
Some nice ideas in there. All together they may be a lot to cope with at once in terms of balance but I see no reason not to try.

I really like the idea of having three types of imps :
1) hacknet-only imps (not sure how hearts would work tbh) that deactivate in the normal game world
2) non-hacknet imps that deactivate in the net (ie the ones we have now)
3) dual-function imps that offer advantages in both but not as much as types 1 & 2 in either environment.


Another point raised is PEs - right now a PE can't use L3 software in the Net even though he can reach the requirements outside it. This is rather annoying and silly.

Militaryman
29-10-04, 16:57
I dont find it silly as the PE would make the perfect Hybrid charactor. They have great stats in everything, but nothing perfect.. A PE would gain alot this way, +5 Int +5 Dex +a ton of hacking and T-C they might be able to cap a modded 3 slot v0.2 program with the implants while still putting skill points into weapon lore to be useful outside of the net. Anyway, it's great however you make it. Right now I dont think PE should be able to use the best things possible in Hacknet just like they shouldn't be able to use the Disrupter and the highest of the high weapons out there.

However with WoC levels a PE would be able to use v0.3 Software in the net as well, just by using those levels and the +5 Int enhancement.. Little love to the PE's. ;)

FatDogg
29-10-04, 16:57
Another point raised is PEs - right now a PE can't use L3 software in the Net even though he can reach the requirements outside it. This is rather annoying and silly.tanks can't use hn at all even if they have the reqs. not complaining, just saying that maybe there is a bigger concept here.

Militaryman
29-10-04, 17:00
Tanks cant use Hacknet for a reason.. if they could, then no one would be able to damage them. They could just sit there and camp an outpost terminal waiting for them to hack through the layers and give them the go to activate it.

All they would have to do is drug up and use the defense and healing software and they would be set.

jernau
29-10-04, 17:05
tanks can't use hn at all even if they have the reqs. not complaining, just saying that maybe there is a bigger concept here.
That's just because tanks smell, even in VR.



@Military - I don't think they'd even need a 3-slotter atm actually. That doesn't mean it can't be balanced or new items added above the current ones. I see the current L3 stuff as the equivalent of the top non-rares in normal combat (TPC and so on). I'm sure more will be coming once a few bugs get squished.

The reason I call it silly is that if you were to specialise a PE as a hacker (which only really leaves him with gimped MC or HC actually) he still wouldn't be able to use items in hacknet that he was miles past the reqs for before he entered. It makes no sense to me that Hacknet would make someone worse at hacking.

Killfly
29-10-04, 18:39
I absolutely agree with imps that are active in HN only...

There are some discrepencies with HN atm that just don't make sense, but I'm very much looking forward to a hacknet theme week (which I'm quite sure won't be too far away)...

Thanatos
29-10-04, 18:42
The reason for this is quite simple: currently the game can only allow items to work in the normal world or in hacknet, not both.

jernau
29-10-04, 18:45
The reason for this is quite simple: currently the game can only allow items to work in the normal world or in hacknet, not both.Ah OK. Thanks for that. Maybe in Hacknet Week that could change :D.



/edit - what about the spells mentioned earlier then?

IceStorm
29-10-04, 19:22
In Neocron on the other hand, the physical body is actually disintegrated and only the baseline intelligence remains so the avatar's attributes are very much down to the innate abilities of the user.Is that an official response that they'll never work, or are you just covering up a design problem?
The reason for this is quite simple: currently the game can only allow items to work in the normal world or in hacknet, not both.Are there plans to change this, or is it a permanent design decision to make imps unusable in Hacknet?

Militaryman
29-10-04, 21:43
Well if you say it that way then nothing in my ideas would mess things up in the way the game is currently made. But even if you did change something like that it would make it better for everyone inside of hacknet. Not only would the PE's be able to use the highest stuff (or what is considered the highest stuff right now) But they would also be able to wear the bulk of the armor available since they are both decent dex and Int, with the software enhancers that would help out they should be able to use even higher stuff. Especially with some WoC levels on their belt.

I also support the fact that codebreakers, even if you make them so that you can only use them once... or make them so their durability degrades... or whatever. Should be able to be salvaged from the unuseable version into the various spines, the more recycle skill you have the more spines you get. This way you could prevent alot of the camping that is needed when making codebreakers. (Since right now it is VERY easy for a person to just start an alt of the appropriate faction with just a bit of hacking skill, and get up to the database with a datacube that they transferred from another charactor and get a blueprint downloaded on it. Right now there are simply too many workarounds to make things THAT limited.

As you may realise I put a dex requirement on all of the armor that would be in the hacknet for the reason that I didn't want Psi monks to be able to be the best hackers in the game as well as the best fighters in Neocron, then it truely would be Monk-O-Cron.. heh Psi Monks have enough love as it is, they dont need to be the best hackers in the game too. ;)

Anyways I see some great stuff happening here right now, and I hope the ideas keep coming..

As to the GM that posted that the way it currently works that it wouldn't be possible to make items that exist in hacknet to exist in NC as well and vise versa. Why not add items for hacknet specifically then? That's what I was talking about when I was talking about the armor and enhancers. It would make alot more sense to me and alot of other hackers if they would be allowed to use their software to do it.

Now back to the codebreakers and software..... Right now the way things are a person dosen't have enough XP to spend on recycling and repair to support their Hacking career, and my thoughts are.. Why does a program require repair skill to fix? Shouldn't a program be able to be repaired by an experianced hacker since it has to do with coding and all? And why do codefragments get assembled by a recycler if it's a hacker's job?

Anyways.. keep the ideas coming. Peace and Love to all the hackers out there...


"HACK THE PLANET!!!!"

naimex
29-10-04, 22:29
Is that an official response that they'll never work, or are you just covering up a design problem?Are there plans to change this, or is it a permanent design decision to make imps unusable in Hacknet?

I think they´ll have a hacknet week at some time.. and then you will be able to get it to work a bit more like you want :)

Sorin
29-10-04, 23:16
The reason for this is quite simple: currently the game can only allow items to work in the normal world or in hacknet, not both.

By your coding design (i.e. fixable), or by the game engine's phsyical limitations?

Omnituens
29-10-04, 23:20
what about the spells mentioned earlier then?
the spells themselves cant be cast in hacknet, but can be casted before entering so the bonuses still apply until the buffs wear off.

jernau
29-10-04, 23:22
the spells themselves cant be cast in hacknet, but can be casted before entering so the bonuses still apply until the buffs wear off.
Presumably the same is true of drugs then?

Omnituens
29-10-04, 23:23
Presumably the same is true of drugs then?
logically yes, but this is NC.

jernau
29-10-04, 23:26
logically yes, but this is NC.
So they only work if you walk backwards into the GR while crouching?

Omnituens
29-10-04, 23:28
So they only work if you walk backwards into the GR while crouching?
Whatever floats your boat.

aelfkins
30-10-04, 02:06
In Neocron on the other hand, the physical body is actually disintegrated and only the baseline intelligence remains so the avatar's attributes are very much down to the innate abilities of the user.
N

I think thats a wonderful discription of the currant HN, concidering that it's a GR based world. But that doesnt explain your armor taking damage from attacks in hacknet.

:)

(eXo) Opaleye
05-11-04, 21:23
Implants not functioning in hacknet is rediculous o_O 8| :eek:

This should IMO be considered a bug and fixed ASAP

shardl0r
06-11-04, 01:08
Personally I like the fact that imps don't work in HN - its the one area of the game where your base skill, rather than the high lvl rares, matters. At the moment, people who completely gimp themselves in the outside world are rewarded with power in the inside world. If imps worked, everyone would once again need an SA, SF to compete - gimping yourself would no longer be a viable tradeoff.

shRd-