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What's their vision for the future of hacking gameplay?

TL;DRHacking is a first test of the UI Building Blocks; they want it easy for casual players but deep for specialists, hope to support PvP hacking, and chips may become a buy-your-way-out option.

They put in hacking as a basis because the tool (seemingly the UI Building Blocks) was brand new and being developed, and they're currently testing the waters with what they can do and how they can utilise it - this comes back to the UI Building Blocks again - which resulted in a lot of feedback on Spectrum and Reddit that they sorted through and read. Elliot and Ed Fuller (mentioned in Q01, unsure on how their name is spelt) have been working on ideas and prototypes of what they'd like to do, where they'd like to have hacking be easy for the people who don't really want to engage with it, which might just mean that certain things only require a basic level of hacking ability, but for people who might want to make a hacking career they wanted to give it some sort of depth to facilitate that and make it enjoyable to do so, whilst also creating situations where some people might be considered hacking experts that other Players rely upon - which comes back to "Easy to Learn, Difficult to Master". The intent is to try and build something that could be PvP, such as a situation where Player 1 is hacking and Player 2 is trying to prevent the hack, maybe hacking each other, or Player 2 setting up traps that will alert them to the hack, so they know when to intervene. They're trying to get deep with it, but at the same time, if a Player just wants to get through a door then that should be do-able for everyone, whether they're hacking or just using a hacking chip that they bought. With regards to the chips that they've introduced with 3.6, they may eventually get relegated to being the "buy your way out" option if you're no good at hacking.

Star Citizen Live›Mission Features·
Published on this date.2 Aug 2019