Heavyporker
07-09-03, 02:03
Haven't hacked boxes lately, so I don't know if anything changed...
but...
Point One - failing high level hacks REALLY needs to be more dangerous...
I mean, failing to sucessfully hack a belt should take off 10% of one's HP and cause 5% synaptic impairment... failing to successfuly hack a safe or high security safe should take off 25% of HP and cause 10% synaptic impairment... failing to successfully hack a layer off at a OP should take off like half one's health AND cause about 10% synaptic impairment...
Right now, failing a hack only does 10 damage to someone with 0 energy resist! and nothing about brain burn!
Point Two - Loot drops in Safes and High Security Safes are completely out of whack! For something that needs >100 and >130 hack respectively to successfully hack, resist potions is NOT a good reward! Ideas for more appropriate rewards to follow.
Point Three - Where the hell are the Safes and High Security Safes?! Only one I know of is in Tangent HQ, in the CEO office!
How about we put one High Security Safe and perhaps two Safes in EACH faction HQ? Then make the High Security Safes spawn datacubes with blueprints of high TL items (perhaps related to that faction? ie - vec Bps for NExT, weapon BPs for TT, drug Bps for PP and BD, and the like). The Safes would spawn, say, midlevel loot like Tl60ish armors and weapons. An excellent reward for risking the danger of hacking, no? Make it so that failing to hack the H.S.S not only hurts, it alerts the faction guards nearby that there's a thief they need to hurt.
Good ideas, no?
but...
Point One - failing high level hacks REALLY needs to be more dangerous...
I mean, failing to sucessfully hack a belt should take off 10% of one's HP and cause 5% synaptic impairment... failing to successfuly hack a safe or high security safe should take off 25% of HP and cause 10% synaptic impairment... failing to successfully hack a layer off at a OP should take off like half one's health AND cause about 10% synaptic impairment...
Right now, failing a hack only does 10 damage to someone with 0 energy resist! and nothing about brain burn!
Point Two - Loot drops in Safes and High Security Safes are completely out of whack! For something that needs >100 and >130 hack respectively to successfully hack, resist potions is NOT a good reward! Ideas for more appropriate rewards to follow.
Point Three - Where the hell are the Safes and High Security Safes?! Only one I know of is in Tangent HQ, in the CEO office!
How about we put one High Security Safe and perhaps two Safes in EACH faction HQ? Then make the High Security Safes spawn datacubes with blueprints of high TL items (perhaps related to that faction? ie - vec Bps for NExT, weapon BPs for TT, drug Bps for PP and BD, and the like). The Safes would spawn, say, midlevel loot like Tl60ish armors and weapons. An excellent reward for risking the danger of hacking, no? Make it so that failing to hack the H.S.S not only hurts, it alerts the faction guards nearby that there's a thief they need to hurt.
Good ideas, no?