View Full Version : Hacking and base-takeover.
Lillemanden
2003-01-05, 06:57 PM
Well the discussion kinda called for this vote.
Of cause the person "taking over the base" is not alone, in case anyone thought the poll was about loners.
Dang, you should have checked the "allow multiple choices" box, it would have been an easier choice. :)
But in the end i went with option 4. Would help premote teamwork and communication and give the hacking cert some substance.
Lillemanden
2003-01-05, 07:26 PM
I thought about that, but then people would be able to vote on to conflicting options.
Unless of cause you're able to hinder that. I wouldn't know it's my first poll with this system, though I find it unlikly.
True, i was just saying because i would prefer a skill based system but dunno about making it hacker only but if it's not skill based than it needs to be hacker only. Anyhoo no biggie. :)
Serbitar
2003-01-05, 07:54 PM
option 4 here.
Seems like Im on the winning side !
Warborn
2003-01-05, 07:56 PM
Given that the developers currently don't seem to share your perspective, I'd question whether democracy is as infallible as you might think it is.
Serbitar
2003-01-05, 08:02 PM
Im just interested in the ideological victory !
Warborn
2003-01-05, 08:34 PM
Heh, ok.
Hamma
2003-01-05, 08:55 PM
I think the way it was when I played was just fine. Its hard enough to hack a base already without adding in all sorts of puzzles and shiz. Only adv hackers should be able to take control panels IMO
powdahound
2003-01-05, 09:00 PM
I like option 3. You may not have that much time to hack, let alone try to solve a puzzle. You should however, need a cert imo. I like the idea of having special guys playing that role, and maybe when not hacking they can just scout around and stuff.
The other problem the devs would run into with a puzzle is making them, and not having each base have its own puzzle that's always the same. It would lose it's 'fun' after you knew how to do it.
Option 3 :thumbsup:
Dragoon412
2003-01-05, 09:25 PM
I voted for one, and I plan on taking the adv. hacking cert. Why? Simple... ask anyone who's played an MMOG before how much fun that seemingly nifty "feature" was after they'd performed it for the 18 billionth time.
I'd like to see adv. hackers have extra abilities, though. Let anyone with basic hacking cap a base; adv. hackers should be able to hack specific subsystems (i.e. turrets, or doors, to lock an enemy into a specific part of the base, or to shut down the generators) and maybe even remotely hack certain subsytems from outside the base or at terminals in their own bases for reduced effect, like knocking the generators offline for one minute, or shutting down a specific turret, or making doors and lights (or even turrets) behave erratically.
I'd like to see hacking be skill-based like the next guy, but the puzzles or what have you would ultimately just be a nuisance.
And forget what you've seen in the movies - hackers don't have nifty 3d rotating cubes or other fancy looking programs. They have a command prompt.
SandTrout
2003-01-05, 09:39 PM
I voted 1 because I wan't there to be more specializations than just hacking.
If your require a hacking cert to take over a base, everyone would get that hacking cert. This takes away from other certs such as piloting and other skills. Hackers and Adv. Hackers have abilitys that will help a squad without requireing them to be able to take over a base.
Takeing bases is the most basic objective in the game, and it seams unrealistic that even the dedicated grunt wouldn't be versed the the basic ability to use an REK to get a command console. However, the grunt would be slow to do it, and could get picked off while standing still at the door/console.
The added hacking speed is like a battering ram in DAoC(see other thread (http://www.planetside-universe.com/forums/showthread.php?s=&postid=22650#post22650)). The assistance a hacker can give on a raid gives hime a place in a squad, especialy if he is good at killing the enemy as well.
However, a hacking cert should not be required to take a base because in the event you cant find a hacker, or your hacker looses power/gets bored, you should still be able to get the 2 essential things of combat, geting to the console, and takeing over the console.
I would love to see a skill based system (however implemented) but if not than adv.hacking needs to be way better than a normal grunt, remote access would be cool but won't happen and simply making hacking turrets and stuff adv. only seems like a very small thing to me.
Warborn
2003-01-05, 09:50 PM
I'd like to see adv. hackers have extra abilities, though. Let anyone with basic hacking cap a base; adv. hackers should be able to hack specific subsystems (i.e. turrets, or doors, to lock an enemy into a specific part of the base, or to shut down the generators) and maybe even remotely hack certain subsytems from outside the base or at terminals in their own bases for reduced effect, like knocking the generators offline for one minute, or shutting down a specific turret, or making doors and lights (or even turrets) behave erratically.
/agree
Depth like this is excellent. There should be numerous points in a base which can be Hacked that provide different effects when Hacked. I dunno about you, but I'd love to be able to cut the power and cause a dim red backup lighting system to kick in. Would make espionage missions much more suspenseful, as the lighting would very much fit the situation.
And to add to this, Combat Engineers should be able to repair damaged base systems.
Warborn
2003-01-05, 09:51 PM
... but if not than adv.hacking needs to be way better than a normal grunt...
They're way ahead of you, Dio. Advanced Hacking looks like it'll be well worth the cert points already.
Duritz
2003-01-05, 11:12 PM
I think that Warborn's right with that last one, because one person with advanced hacking and a tank cert could wreak some MAJOR havoc in a base. :D
(That's why I'm getting the certs..hehehe)
Navaron
2003-01-05, 11:15 PM
I don't plan on hacking too much, though I may get the cert later, but I'll play my own support roles like medic and pilot. These hack threads are becoming the new "beta" threads. We should have another one in 3...2....1....bingo :D
I've stated my opinions b4, so I'll leave you to yourselves now.
Civilian
2003-01-05, 11:26 PM
Personally, I have 0 interest in hacking, and unless it's neccessary to make my outfit successful, I won't even use a certification on it. I am hoping that everyone will have the ability to hack, but if not, I guess I will make sure I stick with my outfit. :)
SandTrout
2003-01-06, 12:58 AM
This thread was just made as a Poll for the other thread I think. Fortuneately, the devs see past public opinion poles and do what will make the game fun.
Warborn
2003-01-06, 02:22 AM
People can't make an informed opinion unless they've played the game -- which virtually no one here has. So the poll really doesn't say much at all. But there's no harm in it either.
Validuz
2003-01-06, 03:07 AM
Originally posted by Serbitar
option 4 here.
Seems like Im on the winning side !
hey man, anwyay you can send the font in your sig???
avail
2003-01-06, 04:43 AM
Hypothetical situation... Team A is defending a base, Team B is trying to take it over. Say Team B has only 1 hacker.. So if Team A kills Team B's one hacker before he even gets to the controls, the siege is pretty much over?
Serbitar
2003-01-06, 05:51 AM
damn this ideological victory is a real great one !
*dances arround*
And to the hypotetical situation: You know that the hacker spawns again and isnt dead forever ? And you should better get some backup hacker in place before planning the siege !
I have always been wanting to see a game with a complex hacking interface. You know, something like real life. Pop a panel, cross some wires, upload some programs, use corny lines and eat junk food :D
Coliostro
2003-01-06, 07:37 AM
Originally posted by Led
I have always been wanting to see a game with a complex hacking interface. You know, something like real life. Pop a panel, cross some wires, upload some programs, use corny lines and eat junk food :D
/cheer
Those guys are my heroes.
Dragoon's post about remote access to other hacking stations from the main console i.e. turrets, doors, lights was a great idea. If that was in place i might let slide that hacking is just a timer bar.
It's still my opinion that we should be given the option of skill based versus timer bar. If you get tired of doing the puzzles, don't do them. Just turn them off. Ultimately the idea is impractical, i think most of us agree on that point (if nothing else). It was just an idea to make the game more immersive for the people who really want to be a hacker...rather than just treating it as a cert they need to take a base.
Originally posted by avail
Hypothetical situation... Team A is defending a base, Team B is trying to take it over. Say Team B has only 1 hacker.. So if Team A kills Team B's one hacker before he even gets to the controls, the siege is pretty much over?
Ok this isn't really the thread for debating hacking so i'll try to keep away from doing so but i just have to say if you're task force of 20+ people only has 1 hacker and those 20+ people can't protect him than you guys simply don't deserve the capture. Capping a base should be a challenge, where's the fun and pride in capping a base if it happens 5 times every hour?? You want that base? Than make sure you have at least 2 hackers and watch thier backs! :)
Warborn
2003-01-06, 04:49 PM
To answer the hypothetical situation another way: You'd just have to wait for someone to log on with their Hacker alt to take the base, if for some reason the only Hacker you could get died and, say, logged off.
Lillemanden
2003-01-06, 07:36 PM
All of this has already been discussed here:Hacking (http://www.planetside-universe.com/forums/showthread.php?s=&threadid=1131)
Could people just state here why they voted whatever they did vote (hard one, but try).
I voted option 4 because I like the idea of specialization, as I believe it will enforce team-play. And I think the idea of skill-based hacking will allow good hackers to be wanted on a team, and it also fits well with the �this is a skill based game� philosophy.
Lillemanden
2003-01-18, 02:57 PM
If anybody haven't seen it, SmokeJumper have replied to a post, over at the official forums, about how hacking is done in PS.
Take a look:
http://boards.station.sony.com/ubb/planetside/Forum2/HTML/000924.html
Thanks for the info! :thumbsup:
Seems like i can cross one job off my list, now to see if sniping is balanced, if it isn't guess i'll only have engineering and vehicles. :(
Lillemanden
2003-01-19, 07:24 AM
You're welcome ;)
And yeah it's sad there isn't more to hacking, would fit better with the "skill matter" thing. But SmokeJumper is proberly right about it being a lot more exciting when you are in the heat of the battle.
Exciting doesn't mean skillful though, that's why i'm not taking it, any n00b with the cert can do the same job i can, sucks.
Lillemanden
2003-01-19, 02:57 PM
True, would be cool if good hackers could get a good rep., like a good grunt.
SandTrout
2003-01-19, 10:48 PM
There will probably be reasons for haveing someone who is good at hacking vs a n00b. He would have to move from the middle to the front of the group to take doors, know when to stop and hack a medical terminal, and pop a nade throught the door as soon as it oppens, and whatnot.
Ok i don't wanna get into the whole thing again but knowing what to do and where to go is not hacking it's infiltration. Hacking is actually pulling out your REK and using it. :)
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