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Hacking: Difference between revisions

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Chris Halsky (talk | contribs)
Chris Halsky (talk | contribs)
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* '''Use the 1-5 numbers to guide your movement''' around the board.  For example, if you're approaching an edge or corner of the grid, and the number 5 shows up, then trying to explore anything towards that corner/edge is not useful, because you know that there cannot be anything good within 5 nodes.  In general, you want to click in directions that make the numbers smaller. Because the numbers disappear as you move along, you need to remember where there were 5's, so you know which areas not to bother going back to later.
* '''Use the 1-5 numbers to guide your movement''' around the board.  For example, if you're approaching an edge or corner of the grid, and the number 5 shows up, then trying to explore anything towards that corner/edge is not useful, because you know that there cannot be anything good within 5 nodes.  In general, you want to click in directions that make the numbers smaller. Because the numbers disappear as you move along, you need to remember where there were 5's, so you know which areas not to bother going back to later.
* '''Use the Rule of Six'''. This rule is slightly complicated, but can make your life when hacking much easier. The rule is that if you have a node that has six edges leading away from it ( a "complete" node with no missing nodes in the hexagon around it), then that node is guaranteed to 1) Have no Defensive Subsystems in it OR 2) be adjacent to the System Core. What that means in practice is that you can use these squares to move safely through the board, and any Defensive Subsystems you find tell you where the System Core is.  It is usually worthwhile to try to reach and use areas of the map with many of these "complete" nodes when hacking. You can find a video tutorial [https://www.youtube.com/watch?v=h5uQC74VvVQ here].
* '''Use the Rule of Six'''. This rule is slightly complicated, but can make your life when hacking much easier. The rule is that if you have a node that has six edges leading away from it ( a "complete" node with no missing nodes in the hexagon around it), then that node is guaranteed to 1) Have no Defensive Subsystems in it OR 2) be adjacent to the System Core. What that means in practice is that you can use these squares to move safely through the board, and any Defensive Subsystems you find tell you where the System Core is.  It is usually worthwhile to try to reach and use areas of the map with many of these "complete" nodes when hacking. You can find a video tutorial [https://www.youtube.com/watch?v=h5uQC74VvVQ here].
* '''Rule of 8, or "Before 8 it's Bait"'''. In simple terms - the core is on the other side of the grid. The core is at least on the 8th node from starting point (7 jumps away), when counting gridspaces, including empty ones. Backtracking does not count. There is an exception: If the starting point is on the middle of the map, or if the map is too small for this rule to work, then core will be randomly placed, sometimes as close as 1 jump from starting point.
* '''Rule of 8, or "Before 8 it's Bait"'''. The core is always placed at least 8 grid-spaces (including empty spaces) away from the starting point. If such placement is impossible, the core is placed randomly anywhere on the board.


[[Category:Exploration]]
[[Category:Exploration]]