More actions
→Ship and equipment: Added {{sh}} template. |
→Hacking minigame: Images for systems and utilities |
||
| Line 3: | Line 3: | ||
== Hacking minigame == | == Hacking minigame == | ||
[[File:Hacking_Indications.png|400px|thumb|right|The hacking minigame with systems indications.]] | |||
Mercifully, the hacking minigame is identical in all sites, aside from a few cosmetic changes to the game’s playfield and sound effects. The object of the hacking minigame is to '''find and disable the container’s System Core'''. You do this by maneuvering a virus through the board of “nodes” that represent the container’s electronics. | Mercifully, the hacking minigame is identical in all sites, aside from a few cosmetic changes to the game’s playfield and sound effects. The object of the hacking minigame is to '''find and disable the container’s System Core'''. You do this by maneuvering a virus through the board of “nodes” that represent the container’s electronics. | ||
| Line 18: | Line 20: | ||
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 it too fast - so be careful. | 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 it too fast - so be careful. | ||
{|class=wikitable style="background:#111111" | |||
|- | |||
|[[File:Firewall_node.png]] | |||
|'''Firewalls''' have high coherence, but low strength. | |||
|- | |||
[[File: | |[[File:Antivirus_node.png]] | ||
|'''Anti-Virus''' subsystems have low coherence, but high strength. | |||
|- | |||
|[[File:Restorer_node.png]] | |||
|'''Restoration Nodes''' show up in more difficult hacks. Each turn they are active, they will give extra coherence to '''all''' other uncovered defensive subsystems. Incredibly nasty. | |||
|- | |||
|[[File:Supressor_node.png]] | |||
|'''Virus Suppressor''' subsystems lower your Virus Strength while active. | |||
|- | |||
|[[File:Core_node1.png]] | |||
|'''Core''' is the target of hacking. Disabling it will complete the hack.<br> The color of the System Core reflects the difficulty of the container: Green for easy; Orange for medium; Red for hard. | |||
|} | |||
===Data Caches=== | ===Data Caches=== | ||
| Line 36: | Line 48: | ||
Utility Subsystems are helpful, consumable “files” that have been left inside the system. You can click one once it has been exposed to add it to a utility slot at the bottom middle of your hacking window. They can then be used by clicking the appropriate utility slot. You can only store three Utility Subsystems at a time, so plan ahead! | Utility Subsystems are helpful, consumable “files” that have been left inside the system. You can click one once it has been exposed to add it to a utility slot at the bottom middle of your hacking window. They can then be used by clicking the appropriate utility slot. You can only store three Utility Subsystems at a time, so plan ahead! | ||
Utility Subsystems are extremely useful and come in a few different types. | |||
{|class=wikitable style="background:#111111" | |||
|- | |||
|[[File:Self_repair2.png]] | |||
|'''Self Repair''' utilities increase your Virus Coherence by a variable amount. A single Self Repair has three “charges”: the first is consumed immediately after use, and the next two are automatically used after your next two actions in the system (i.e., exploring a node, attacking a subsystem). Always use a Self Repair as soon as you find it - there is no gain in waiting. | |||
|- | |||
|[[File:Kernel_rot2.png]] | |||
|'''Kernel Rot''' utilities reduces a target subsystem’s Coherence by 50%. Great for use on the System Core. Useful too on defensive subsystems with high Coherence. | |||
|- | |||
|[[File:Polymorphic_shield.png]] | |||
|'''Polymorphic Shield''' utilities prevent the next two instances of damage done to your virus. Good for taking down subsystems with high Strength. | |||
|- | |||
|[[File:Secondary_vector2.png]] | |||
|'''Secondary Vector''' utilities reduces a target’s Coherence by a variable amount. Much like the Self Repair utility, the Secondary Vector has three charges: one used immediately, and two more that fire off after taking actions. | |||
|- | |||
|} | |||
Thankfully, exploring until you find the System Core and then annihilating it isn’t too difficult in the vast majority of sites you will find in high-sec. With a little practice, you’ll be hacking with the best of them! | Thankfully, exploring until you find the System Core and then annihilating it isn’t too difficult in the vast majority of sites you will find in high-sec. With a little practice, you’ll be hacking with the best of them! | ||