Hacking

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Revision as of 07:33, 6 March 2020 by Squid (talk | contribs) (still needs work, it's a start though)
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Drone Hacking:

4th option from the left

To succeed at hacking you make an opposed d100 roll, this is to say that both you and the drone roll a random number between 1-100 and the higher number wins! Drones add 1/4 of their level to their roll. You, the player, do not. Instead you get lots of cool options like mods, co-pilots, guild upgrades, and there's another extra bonus if you're a scout.

If you're familiar with other RPG systems you might also be familiar with the concept of a 'critical fail' or 'critical success' but please note that there is no such thing when hacking. This means if you roll a 1 and they roll a 100, you can still succeed if your modifiers are large enough.

Successfully hacking a drone gives XP, Intel, and Money. The size of the reward scales with the level of the drone. At this time it seems that failure does not incur any penalty when hacking drones.

Location Hacking

Hacking locations isn't much different from hacking drones, the main difference is that the 'level' of the hack is its modifier, we don't divide by 4 here. For that reason these hacks tend to be a bit more difficult, the advantage is that you don't have to enter a space lane to take advantage of them.

Each location is broken down into 4 different sections; the Intelligence Center, Finances, Supply Depot, and Military Core. Each offers a different type of reward.


Extra Tips:

  • +Intel only affects intel, if you're hacking the Finance center for Money you don't need it.
  • Hacking locations means you can easily swap back into a different mod set before leaving.
  • Because drones only get 1/4 of their level added to their roll a hack rating of 126 can guarantee success hacking drones.
  • to guarantee success hacking locations you need a hack rating of 160.