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About hacking as a feature: how is it going to work? Describe where we're going, what our intentions are with hacking, and what kinds of things we're looking to be able to hack to take control over.

JHo: Yes. So hacking is a very exciting feature, in my opinion. So currently, how the hacking that's implemented in the PU works right now is you basically go and buy a chip, and then somewhere in the universe you find this chip slot of a hackable computer that you insert the chip into, and it's basically a timer that ticks down, and it's got a chance to jam so you need to restart it. What we wanted to do with hacking, moving on from the current implementation, is introduce some more engaging gameplay when it comes to hacking. So we've explored a bunch of different concepts, and we've had a long period of experimentation and playing around with different ideas internally in the design team. What we have right now for what hacking is going to be: we're going to add this hacking device, which is going to be something that you can equip in your hand. And then we're going to still keep those chips, which basically work like the ammo for the hacking device. So you have the hacking device in your hand, and there's going to be these things in the world that you can hack. Go up to them, interact with them, and they connect wirelessly. And you're going to see this 3D visualization of a network. And you're going to be able to move around this network and also manipulate the network to open up new paths and new routes. And while you're inside here, what is your objective? How do you complete the hack? Well, basically, you find these weak points that you insert a Trojan horse into, and then you connect those up together. Sounds pretty simple, but there's also going to be these antivirus systems present when you're hacking. So someone might have an antivirus that's going to try to stop you, basically, and make your life of hacking harder. And that leads us into difficulty scaling. So there's going to be varying ranges, from the easier hacks, which might be smaller and very quick to complete and very straightforward. On systems that have more antivirus, a higher antivirus level present, it's going to be quite a hard challenge for the players to finish the hacks. We also have a way to play this hacking game through a command prompt. So in addition to the normal control scheme, you're going to be able to type commands which control the hacking. And there's going to be various bonuses that you get from using the command prompt over the default control scheme. So hopefully that's going to scratch that hardcore hacking fantasy urge that a lot of players, I think, are expecting from this. So why would I hack stuff? What can I hack? Well, you're basically hacking in order to gain access to a system or part of a system that you previously didn't have access to. So what could that be? The most straightforward example is a door. There's a door. It's locked. You don't have security access. You hack it. Bam. It's open, and it opens up a new path or maybe a room that contains valuable loot or whatever the level designers come up with. Secondly, it could be computers or terminals which control other systems; gravity could be a cool thing that it controls, or whatever the level designers can come up with.

Jared Huckaby · Host, Community

It's basically you make the system, and then it's whatever they apply it to.

JHo: Yeah, whatever the scenario that they're designing for. Loot containers as well could require you to hack them. Eventually, later down the line, you're going to be able to hack someone's ship. And that leads us on to the PvP aspect of hacking: if someone's hacking your ship, you're going to get a notification that someone's trying to gain access to your system. You can actually go in and take manual control over the antivirus system, and hopefully you'll do a better job than the antivirus AI would.

Jared Huckaby · Host, Community

Did you even consider just firing a beam at it?

Jonny Jacevicius · Lead FPS Systems Designer

No, this one's wireless. We've got the device that's wireless. But what we've really wanted to try and lean into is selling the hacking fantasy, because when we first started off with this, that was the part that we really struggled with. We were coming up with ideas for almost a system to demonstrate hacking, but it didn't feel like you were hacking. So now we've almost created this asymmetrical game mode where you are hiding in this maze of a network. You're laying the path and you're trying to find your way around it. And you aren't aware of where everything is. You're trying to discover it and find all of these routes, and you're trying to create these networks. And obviously, at the same time, on the other side, the AI antivirus doesn't know where you are and it's constantly searching for you. So, like Joes said, at the bottom end it's a very quick little puzzle that you can get through. If I was trying to get on your ship, Jared, and you locked the door, you bought a cheap ship, for example, I can get in really easily with this little puzzle. You might get a warning that I'm on the ship. But then if you were, say, on an Idris and I was trying to hack into your systems and start interrupting your shields and stuff, that would be: we're in a big network here. I'm really having to sweat and work to figure out how to basically break in. And you're getting alerted that someone might be trying to get into your system, and then you're like, oh my God, I need to try and get in here and take manual control to get this guy out. So we really wanted to sell a hacking fantasy in a visual format that people will quite easily understand, but also we want to cater for people who want to use something like the command prompt for the true hacking feel. And there is definitely scope there to utilize both and take advantage of either side. So I fully imagine a power player of hacking would be almost making macros for the command prompt and hitting those and gaining the benefits from that while selecting things on the map at the same time using the visual interface. So we're all very, very excited to get it out there. And we've been playtesting it internally, and we're all really, really liking it.

JHo: It's basically a combination of a puzzle game and a stealth game. It's shaping up pretty cool. I'm excited about it.

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Published on this date.2021-11-19
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