I agree with the strategy being severely overpowered to the point of becoming killjoy. I was nearly invulnerable since end of floor -6 and if I had read the thread earlier I presumably could come close to this on end of -7. The problem is not really limited to late game. It simply reaches absolutely ridiculous proportions there.
Vectis explained why this has been unnoticed for quite some time very well. Datajacks' low chance of successful penetration causes most people to ignore them. If datajacks quality (negatively) affected hacking chance instead of accuracy people would have more fun using them and such things would have been noticed earlier, possibly before becoming so large problem.
For the original suggestions:
- Hackware integrity is very gradually lowered over time as a result of successful hacks. (Not as easy to explain thematically, but that's not too important here.)
- Increase mid/high-tier hackware ratings, thereby raising the depths at which they can be fabricated (fabrication being the most common way to obtain hackware).
- Using multiple hackware has diminishing benefits (i.e. each additional hackware's effect is reduced more than the last). (This puts a general cap on what is possible and makes high-end hacking that much easier to balance.)
- Hacking gets harder across the floor as more of it is successful, essentially introducing another form of clock. (This one's pretty in theme.)
Decomposing hackware would affect the well balanced machine hacking. I am afraid it would also suck mightily. Decomposing datajacks sound interesting but those can be farmed from programmers making it hardly a limited resource.
A slight increase of ratings accomplishes only slowing down the snowball without really addressing the core problem. It will make it more difficult to get the ball rolling but overpowering effect is going to remain. I think this is not what you want. On the other hand big increase severely limits the hacking game for machines.
Diminishing returns could work well, although I do not think you want this to kick in directly for the hackware itself. Mixed feelings here but this is my favorite option from those stated.
Hacking getting progressively harder is in theme but is also somewhat likely to suck some fun from the game for Cogminds with only some hacking capability. Meh.
- Make some of the very high tier special robots non-hackable (as Behemoths are now). (<-already planned for Alpha 13)
- Add at least one more higher difficulty tier for robot hacking. (<-already planned for Alpha 13)
- Put a hard cap on overload and assimilation chances, regardless of hacking capabilities.
Making robots unhackable is a sad solution and I despise it very much. It is good to know you also dislike taking options away.
Higher tier hacking difficulty is fine! I would also make converting programmers a tad more difficult. I think a base -5% would be just right.
Putting a hard cap is already there - the 95% maximum chance. Lowering it further may end up seeming like a crude approach. Avoid?
Here comes some more food for thought!
Overload:The main problem with this is the instant kill mechanic. Lighter version of core overload could deliver damage to the core itself. Maintenance bots should succumb completely each time from a single hit as everything currently does. Others might take a constant damage. For example around 20 points should be nice. Maybe add single point to this for each 10% over 100% chance. This would allow you to make Behemoths hackable again! Overloading them becomes possible but requires sizable matter supply for remote datajacking. Still a workable plan but no longer an easy kill.
I think swarmers should also go down in a single hit that way.
Assimilate:ADOM's bard has a similar thing. They have music skill which works as "make pets from any kind of animal fast" card. It requires high skill levels but it is very easy to attain on purpose. The problem of ally army is solved by having a maximum number of pets. Presumably the number is determined by character's charisma. The more pets you have the more difficult is to have another one join you. Otherwise the animal is pacified but not made pet.
You might like to use something similar here with some in-game rationale. Suppose the Cogmind when reprogramming Identify Friend or Foe database has to encode there every signature of ally formerly assimilated. This makes assimilation progressively more difficult. Also it would make sense to vary the effect depending on "signature complexity".
Below when using
rating I refer to schematic rating, not effective sum of part ratings.
* 1% times rating for every noncombat bot assimilated. This means you hardly feel the effect of assimilating some maintenance entities as cannon fodder. Operators, researchers, machinists and other such noncombat bots will make a dent in your assimilation chances as their ratings are higher.
* 2% times rating for every regular combat bot reprogrammed. The better your army the harder is to have more. As it should be. Assimilating a bunch of bots is still doable but this cannot become a huge army. A cohort, yes.
* 3% times rating for every specialist class combat bot in your entourage. They should be special! Their equipment is also so well chosen it deserves an upgrade.
* 4% times rating for prototype robot assimilated. It definitely should be possible to have an Alpha 7 or Stiker serve you. First time this happens it feels so good it would be a shame to make those unhackable. Two such bots for good hackers and three or four with some luck for elite hackers. If someone goes evolving utility slots for hackware only it could be more but such Cogmind opens itself up so much in other departments it could be excusable.
* A flat 50% for behemoths? Behemoths should be difficult to assimilate.
New suggested options:Format hack for robots. This essentially wipes their IFF database turning them berserk, attacking everything in sight. They could also switch targets at random every turn. If robot is corrupted have the corruption amount dictate chance for turning neutral. Robots without weapons will not attack anyone but will still be considered enemies by the AI.
General suggestions:Programmer's chance to deflect hack attempts on allies should be triggered before menu of options is presented. This makes them more of a threat to combat hackers and improves quality of life somewhat. It is a bummer to choose something and
then be notified your choice effectively did not matter.
Currently unhackable bots:I can't quite figure out why, but no one's ever managed to hack a MAIN.C Builder or Armored Robot Carrier.Zionite K7-V23YCBuilder: I figure you forbade hacking them to avoid assimilation and using build command to for example wall off exits and garrisons to completely own the place. A sensible goal but in that case only disallow assimilate leaving other options open. Optionally have builders' analysis mention something along this:
"Due to plethora of architectural schematics required to be embedded in builder memory I needed a compromise in design to keep fabrication costs down. Model 05 features no IFF database because it can perform well enough without one and as a result Derelicts have been unable to reprogram it in the field. Unfortunate side effect is groups of U-05 Engineer keep eagerly working in the middle of combat zones until they attract enemy fire. Currently most of my research effort is dedicated elsewhere thus as temporary compensation for this flaw distress signals sent by U-05 are prioritized by reinforcement dispatch center."
Weak point of this explanation is when unaware accidentally shoot builders no reinforcement squads are dispatched.
ARC: I actually have successfully reprogrammed this one. Hint: garrison trojan. After trojan installation bait MAIN.C to send you an Assault squad. :-) You can take this as a bug report but I wish you turned this into a feature. Allow hacking ARCs please!
Overload: In low effort version standard overload is followed with bot unload. This neither leaves four doors on ground nor additional matter. Instead you can harvest the wheels (man, I like armored wheels!), engine and storage unit.
In greater effort version bots inside escape with ~90% chance otherwise getting blown up in core meltdown. For those who escape have non-fliers and non-hoverers fall taking strong impact hit. Even some fliers/hoverers could have some chance to take impact damage. Start off all surviving bots at warm temperature.
Assimilate: Works as it currently does with the difference it is explicitly allowed. This means when it deploys you still get hostile unaware! It is on Cogmind to push it down a chute or hide it somewhere so it does not unload. Even then a stray patrol might find it and boom! Two patrols.