More actions
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Moving around the board is easy enough. Unexplored nodes in the system are marked as green. Clicking on an unexplored node will reveal its contents: if the node is empty, it will turn orange and allow you to further explore nodes adjacent to it. Sometimes, however, a node will contain an obstacle or other item of interest. | Moving around the board is easy enough. Unexplored nodes in the system are marked as green. Clicking on an unexplored node will reveal its contents: if the node is empty, it will turn orange and allow you to further explore nodes adjacent to it. Sometimes, however, a node will contain an obstacle or other item of interest. | ||
A more recent (late 2014) addition is that as you click on each node, if it is unoccupied, it will briefly display a "minesweeper" number, from 1 to 5, which indicates the distance from the nearest good (or possibly good) node. (5 means "5 or more".) This shows distance from any undiscovered Utility Subsystem, System Core, or Data Cache (even though Data Caches are not always good). The numbers can be used to guide the direction that you should move around the grid. | A more recent (late 2014) addition is that as you click on each node, if it is unoccupied (or after you clear the item from the node), it will briefly display a "minesweeper" number, from 1 to 5, which indicates the distance from the nearest good (or possibly good) node. (5 means "5 or more".) This shows distance from any undiscovered Utility Subsystem, System Core, or Data Cache (even though Data Caches are not always good). The numbers can be used to guide the direction that you should move around the grid. | ||
Among the various things a node may contain are... | Among the various things a node may contain are... | ||
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*** Your virus’s Coherence and Strength are listed in the bottom left of the hacking window. '''When you attack a Subsystem, you will lower its Coherence by your Virus Strength.''' If you reduce its Coherence to 0, it is disabled and removed from the board. | *** Your virus’s Coherence and Strength are listed in the bottom left of the hacking window. '''When you attack a Subsystem, you will lower its Coherence by your Virus Strength.''' If you reduce its Coherence to 0, it is disabled and removed from the board. | ||
*** '''If your Virus Coherence reaches 0, you fail the hack and the window is closed.''' Failing a hack '''once''' does not matter for regular Data/Relic sites, but failing a second hack will destroy that container. (Note that for some special kinds of containers/sites, such as [[Ghost Site|Ghost Sites]], Sleeper Caches, etc., failing the first hack might cause an explosion, or have other negative effects.) | *** '''If your Virus Coherence reaches 0, you fail the hack and the window is closed.''' Failing a hack '''once''' does not matter for regular Data/Relic sites, but failing a second hack will destroy that container. (Note that for some special kinds of containers/sites, such as [[Ghost Site|Ghost Sites]], Sleeper Caches, etc., failing the first hack might cause an explosion, or have other negative effects.) | ||
*** '''Interrupting a hack counts as a failure''', and that includes moving too far away from the can (out of range of your analyzer) while the hacking window is open. This is sometimes a problem for frigates with a MicroWarpDrive active, where you can overshoot the can when Approaching | *** '''Interrupting a hack counts as a failure''', and that includes moving too far away from the can (out of range of your analyzer) while the hacking window is open. This is sometimes a problem for frigates with a MicroWarpDrive active, where you can overshoot the can when Approaching it too fast - so be careful. | ||
** Defensive Subsystems come in a few different types. | ** Defensive Subsystems come in a few different types. | ||
*** '''Firewalls''' have high coherence, but low strength. | *** '''Firewalls''' have high coherence, but low strength. | ||