Hey everyone! I'll be trying to release a short blog every week to let everyone know what I'm working on, what's going on, what's coming up, ETA's on future releases and so on. So without further ado.
The next update is going to be a breath of fresh air for our veteran players, adding more interactive options and diversity. Note this update is not ready yet, so don't get too excited! First what I have currently built and ready to go.
- Checkpoints are now interactive. Players are stopped when they enter one and are prompted to present authorization, or back away. While the menu is open players can open the Root Access enter “Run CrashCp” to crash the Checkpoint or “Run BypassCp” to try and trick the Checkpoint into allowing the player through.
- There are random patrols or “sweeps” that can be seen and avoided. If the player get's too close to a sweep it will trigger the Checkpoint dialogue with the same options. Once engaged with a sweep, players can access to the Root Access command “Run Deception”, which uses the players Masking + Stealth to fool the sweep temporarily.
- Hacking now runs the risk of triggering a global trace. The base chance is equal to (3% x system level). Triggering IC or Uploading/Downloading a file will increase the odds of a global by 10%. If players take the time to cover their tracks by editing their access information in the system log they can lower to the chance of a trace by 50%. If you work for Ravencore, every rank of Ravencore Support lowers to chance of a global trace by 10%. If you are traced it can result in a fine (if working for Ravencore) or your active account being drained to $0.
Now for what is planned for the rest of the update,
- Node security is now layered. The first layer is the UVP, such as password input. If you fail to input or break the password than you will be locked out and the host will mark you with a tracking tag. The second layer of security is a Lock. Locks are either time sensitive, or prevent the same user from attempting twice in the same session. Locks can be reset, allowing more cracks at the UVP. Finally, if you fail the reset the Lock, it will trigger an Intrusion Counter measure that will attempt to remove the intruder from the system.
- Level specific security. On the low-sec level (where things like the System Log are housed) you will not encounter certain types of IC, no sweeps, and many nodes will not have IC nested within their locks. On the high-sec level (such as where the CPU is housed) you will encounter frequent sweeps,
- System Access Node. All systems will now have a node that must be accessed before entry into the system. Open-access systems will not have a lock, while high-sec systems will require a proper keychip installed on the user's rig in order to gain access. Skilled hackers can spoof this keychip with the use of a Dynamic Key Emulator (DKE, or Duck), and by copying the key from the device of an authorized user. This means the player will need to purchase the Duck and hack an authorized user ahead of time. These contracts will pay more to balance out the extra time cost.
- Doing away with the current method of spawning random levels based on templates, and instead building a library of dedicated levels. This not only allows for the individual levels to have more detail, but will allow persistent changes to those levels. For example: If you install a backdoor into a specific system, you can utilize it in the future for ease of access.
- Alternate level layouts. In addition to the current “tiered system”, there will be a walled-in “dungeon system” and a single story “nested system”.
- Additional obstacles. Certain systems will possess collapsible floors, hidden portals, teleporters or drawbridges into high-sec areas that must be hacked open.
As stated elsewhere, I'm currently not able to dedicate full-time hours due to one of those real-world jobs but I'll be making steady onward progress. I'm hoping to get this update out in the next few weeks.
-Happy Hacking!