Post by Tsueg on May 16, 2012 0:43:00 GMT -5
regarding comments in the bug-post here: startradersrpg.proboards.com/index.cgi?board=ckbugs&action=display&thread=2271
This is my visualization of how I see the matrix hacking mini-game working
My idea is three fold
- first a cosmetic re-design of the network (the connect/disconnect order, and the actual matrix map)
- second, adding ICE to the matrix
- third, adding cost value to found data rather than per MP located
1) When you connect, the connection list of networks are as follows
1a.) To the Tel-co network for current zone you are in
1b.) To the Tel-co network for the zones around the zone you are in
1c.) sorry chummer, no paydata here.
1d.) example: Jack into the Beacon Hill Terminal, you get:
- NetTel for Beacon Hill
- NetTel for West End
- NetTel for MARS Corp
- NetTel for Charlesbank
- NetTel for Boston Common
2a.) When you connect to a different zone via the tel-co network, same applies as above. Similar to what is already there when hopping around parts of the current grid
2b.) Unless you have already jacked into some specific system, there would be no time penality or heat for wandering around the different nodes
3a.) When you connect to an actual zone, you get a list of connected places within that zone (the bars, hotels, businesses and so on). Again, much like what is already there on many of those zone-specific nodes. Again, no paydata yet.
3b.) When you add the runs into the inside of buildings and other maps that I see rumors about... those terminals are specific and local networks only that are *NOT* connected to the outside terminals in any way at all. that being, they are special locations so they have specific data and a specific network map to the terminal (or terminal connection in the building) only.
3c.) example: when you connect to NetTel for Beacon Hill, you get:
- DT*T
- Midway Club
- Texas Roadhouse
- CA Medical Systems
- ...
4a.) When you connect to one of those places (ie: Mars OmniTech at the Beacon Hill node) you may or may not be met with some ICE to deal with.
4b.) If you encounter ICE, you need to run a decoy as the only way to lose the ICE
4c.) Your heat will continue to climb *AND* Your time will drop, fast-like until the ICE is delt with. The ICE will follow you on every node hop you do.
4d.) For every time you try to find or download data, you suffer real damage. First MP then HP. You can still find and download and everything else... just that having the ICE hot on you sucks.
4e.) The number of decoys you have available is dependent on the board you connect to the matrix with.
5) the further into a spectific system (eg: Mars DT*T) you go, the increased difficulity rating of each connection (connecting to VOICE should be more difficult than connecting to VOIP).
6) The further into a specific system (again, eg: Mars DT*T) you go, the more valueable the data.
6a.) rather than paying per MP located, assign a cash value to the worth of the data
6b.) When downloading the data, you still DL said MP worth and that shows up as normal
6c.) There is a multiplier value to the downloaded data to assign the hidden cash value of the sale of the data. it works like this:
- I make a single 5MP DL from DT*T at 40Y/MP because the multiplier is x1, the cash value to the data is 200Y
- I make a single 5MP DL from VOIP at 48Y/MP because the multiplier is x1.2, the cash value to the data is 240Y
- I make a single 5MP DL from VOICE after dealing with an ICE at 60Y/MP because the multiplier is x1.5, the cash value to the data is 300Y. ;D
- I bail out. The factions screen shows I have 15MP of data. I sell it for a total profit of 200+240+300= 740, rather than the original 15*40= 600Y
7) Different Data Hounds will have different multiplier rates to the value they sell their data at. Example, selling this Mars data to Yakuza will result in a x1 multiplier. selling this Mars data to Aztek would result in a x1.5 multiplier. Selling this Mars data to Blue Ox might get you a x0.75 multiplier. Selling some Knight Horizon data to Bravestar might result in a full 2.0 multiplier. .... Faction loyalties may also be appropriately modified by this modifier (both ways).
Well, I hope that little introduction adequately explains what I envision it as. If you request, when I return from the wedding, I will post a graphic map concept of my public network grid... Of course, I know you have already created a new one, but even so...
I look forward to the community input on this.
This is my visualization of how I see the matrix hacking mini-game working
My idea is three fold
- first a cosmetic re-design of the network (the connect/disconnect order, and the actual matrix map)
- second, adding ICE to the matrix
- third, adding cost value to found data rather than per MP located
1) When you connect, the connection list of networks are as follows
1a.) To the Tel-co network for current zone you are in
1b.) To the Tel-co network for the zones around the zone you are in
1c.) sorry chummer, no paydata here.
1d.) example: Jack into the Beacon Hill Terminal, you get:
- NetTel for Beacon Hill
- NetTel for West End
- NetTel for MARS Corp
- NetTel for Charlesbank
- NetTel for Boston Common
2a.) When you connect to a different zone via the tel-co network, same applies as above. Similar to what is already there when hopping around parts of the current grid
2b.) Unless you have already jacked into some specific system, there would be no time penality or heat for wandering around the different nodes
3a.) When you connect to an actual zone, you get a list of connected places within that zone (the bars, hotels, businesses and so on). Again, much like what is already there on many of those zone-specific nodes. Again, no paydata yet.
3b.) When you add the runs into the inside of buildings and other maps that I see rumors about... those terminals are specific and local networks only that are *NOT* connected to the outside terminals in any way at all. that being, they are special locations so they have specific data and a specific network map to the terminal (or terminal connection in the building) only.
3c.) example: when you connect to NetTel for Beacon Hill, you get:
- DT*T
- Midway Club
- Texas Roadhouse
- CA Medical Systems
- ...
4a.) When you connect to one of those places (ie: Mars OmniTech at the Beacon Hill node) you may or may not be met with some ICE to deal with.
4b.) If you encounter ICE, you need to run a decoy as the only way to lose the ICE
4c.) Your heat will continue to climb *AND* Your time will drop, fast-like until the ICE is delt with. The ICE will follow you on every node hop you do.
4d.) For every time you try to find or download data, you suffer real damage. First MP then HP. You can still find and download and everything else... just that having the ICE hot on you sucks.
4e.) The number of decoys you have available is dependent on the board you connect to the matrix with.
5) the further into a spectific system (eg: Mars DT*T) you go, the increased difficulity rating of each connection (connecting to VOICE should be more difficult than connecting to VOIP).
6) The further into a specific system (again, eg: Mars DT*T) you go, the more valueable the data.
6a.) rather than paying per MP located, assign a cash value to the worth of the data
6b.) When downloading the data, you still DL said MP worth and that shows up as normal
6c.) There is a multiplier value to the downloaded data to assign the hidden cash value of the sale of the data. it works like this:
- I make a single 5MP DL from DT*T at 40Y/MP because the multiplier is x1, the cash value to the data is 200Y
- I make a single 5MP DL from VOIP at 48Y/MP because the multiplier is x1.2, the cash value to the data is 240Y
- I make a single 5MP DL from VOICE after dealing with an ICE at 60Y/MP because the multiplier is x1.5, the cash value to the data is 300Y. ;D
- I bail out. The factions screen shows I have 15MP of data. I sell it for a total profit of 200+240+300= 740, rather than the original 15*40= 600Y
7) Different Data Hounds will have different multiplier rates to the value they sell their data at. Example, selling this Mars data to Yakuza will result in a x1 multiplier. selling this Mars data to Aztek would result in a x1.5 multiplier. Selling this Mars data to Blue Ox might get you a x0.75 multiplier. Selling some Knight Horizon data to Bravestar might result in a full 2.0 multiplier. .... Faction loyalties may also be appropriately modified by this modifier (both ways).
Well, I hope that little introduction adequately explains what I envision it as. If you request, when I return from the wedding, I will post a graphic map concept of my public network grid... Of course, I know you have already created a new one, but even so...
I look forward to the community input on this.