Bloodrez on 27/8/2006 at 23:50
I know about the "Hacking Level 6 Required" on the GamePIG, I've tried to hack it like 3 times already (I couldn't remember if I've tried to hack it or not, so I hacked it a bunch of times :) )
Oh, I found a safe place to play it, in the Command place in Engineering there is this elevator that goes up and no one can get me there, although I loaded my game from before I got Overworld Zero, I checked the guard and he didn't have the game.. Actually.. he didn't have ANYTHING.. deadbeat.. even Hybrids have booze..
Quote Posted by Shevers
(although it takes the max Hack skill iirc)
I found that kind of odd.. you can hack a "High Tech" Security Computer before you can hack a Gameboy..
I mean GamePIG.. :rolleyes:
Bjossi on 28/8/2006 at 11:05
It was probably a gameplay decision, just like you aren't able to pull the trigger of a gun until you have the skill required.
Shevers on 28/8/2006 at 16:42
I took it as a bit of a joke. Nothing GamePIG related was serious, after all...
Bjossi on 29/8/2006 at 20:47
I think enemies can still spot you there and stand still outside waiting. :p
Ultraviolet on 29/8/2006 at 21:25
We could always make a user mod that makes everything have a minimum tech skill level, but make it so that the actual difficulty levels don't even become POSSIBLE until you get to the original skill level...
It'd be doable. And hey, you might have a random chance of being able to make stuff work. Nanites are plentiful enough that you might be able to EVENTUALLY kludge your way into fixing things.
I think I'll do this.
Bjossi on 29/8/2006 at 21:41
I'm not sure what you are talking about Ultraviolet. :erm:
Ultraviolet on 29/8/2006 at 23:19
Bjossi: For everything that uses the hack interface (repair, modify, or hack) there is a skill requirement, and then there are difficulty percentages and a number of ICE nodes, all specified in the gamesys or the specific item in the editor.
If you move the skill requirement down to 1, all you'll have to have is any level hack/repair/modify. There will still be ICE nodes and a random failure chance per node (normal or ICE as I understand it). Each skill point you have beyond the initial requirement increases your chances, and cyber affinity helps too, along with Expertech implants. What I'm saying is drop the skill requirement to 1 for all things, then boost the failure chances up to where once you DO have the skill up to what the normal requirement would be, it works the same.
Kolya on 29/8/2006 at 23:40
Then you get hack interfaces with nothing but ice nodes. Which is the same as a skill requirement unless someone is very patient with save and reload.
What does that accomplish though?
Ultraviolet on 29/8/2006 at 23:48
"Realism," I guess. Lets you at least make the attempt. And in most cases, except for items that usually require hack 6, you WON'T get ONLY ICE nodes. It'll just be very, very difficult, something to throw all those plentiful nanites away on.
Kolya on 30/8/2006 at 00:13
The hacking requirements allow for the modification of the hacking skill by cybernetic affinity. Even when you have hack skill 3 you still need a high CYB stat for less ICE in that skill level.
In your model the spectrum of abilities to test in the process gets divided by 6. That means you will have to shift the difficulty of the overall process significantly up or down. Or you need to increase the number of nodes but that is probably not possible.
Another reason these skill requirements were built in is not to tempt the unskilled user because clicking an ice node can get you killed which leads to frustration.