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=== Running the site === | === Running the site === | ||
Once you warp to the indication, you'll land in the entry room. You should see a Hyperfluct Generator present. If it has been hacked and a rift is activated, then someone is there, or has been there. If not, it's your turn! Go ahead and hack that Hyperfluct Generator. I will list the outcomes possible below: | Once you warp to the indication, you'll land in the entry room. You should see a Hyperfluct Generator present. If it has been hacked and a rift is activated, then someone is there, or has been there. If not, it's your turn! Go ahead and hack that Hyperfluct Generator. I will list the outcomes possible below:<br /> | ||
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br /> | '''CAN DIFFICULTY: 7/10 [RED HACK]'''<br /> | ||
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By taking the Spatial Rift, the first room is made available to the player. Initially, it's important to cargo scan the containers to evaluate the value of the site. Those inexperienced with the site should probably run it anyways if there isn't much value for the experience. Drop the mobile depot to get the counter counting down. Let us assume the container inside the wreck field has good things inside it: there are two approaches of dealing with it. | By taking the Spatial Rift, the first room is made available to the player. Initially, it's important to cargo scan the containers to evaluate the value of the site. Those inexperienced with the site should probably run it anyways if there isn't much value for the experience. Drop the mobile depot to get the counter counting down. Let us assume the container inside the wreck field has good things inside it: there are two approaches of dealing with it. | ||
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| style="padding:8px;" | ''The can difficulty numbers do vary slightly each time, because of the way that the random hacking minigame is generated. For reference, high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec easy-peasy cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Generally, I've found them to be about 6 to 7/10 in difficulty.'' | |||
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The first is to hack the Remote Pressure Control Unit, cook a Microwarpdrive (afterburner is not fast enough) the container, quickly hack it, then burn the Microwarpdrive back out before the timer runs out. There is enough time for 2 "standard paced" hacks, 1 "slow hack" or 3 really fast hack attempts, depends how good the hacker is and ... luck. Normally it's a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and if a player cannot survive the incoming damage after the timer is up, there is a chance of explody bits. | The first is to hack the Remote Pressure Control Unit, cook a Microwarpdrive (afterburner is not fast enough) the container, quickly hack it, then burn the Microwarpdrive back out before the timer runs out. There is enough time for 2 "standard paced" hacks, 1 "slow hack" or 3 really fast hack attempts, depends how good the hacker is and ... luck. Normally it's a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and if a player cannot survive the incoming damage after the timer is up, there is a chance of explody bits. | ||