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[Trial] Hack my comms! - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Stories and Biographies (https://discoverygc.com/forums/forumdisplay.php?fid=56) +---- Forum: RP Stories Feedback Forum (https://discoverygc.com/forums/forumdisplay.php?fid=29) +---- Thread: [Trial] Hack my comms! (/showthread.php?tid=158116) |
[Trial] Hack my comms! - Durandal - 02-15-2018 DISCLAIMER: This is for me, myself, and I. It is a system to have MY comms intercepted. It is in no way related to hacking OTHER people's comms, and nobody is obligated to allow their comms to be hacked. This is an idea that has been knocking around in my head for some time now, so I'm gonna give it a spin and see how it goes. Everyone has their different levels of encryption they use (including unbreakable, to my chagrin), and that's neat and adds RP flavor and all. What it doesn't do is provide anything tangible. I've recently set up a new comms template with four encryption levels; Heavy, Moderate, Weak, and None. The idea is to assign a hack % chance to each of these levels, and provide a hack multiplier to each faction in the game. The one thing I absolutely do not want to see here is people petitioning for a higher hack chance for their faction, as the ones I have set up here are categorized by faction type and is a very fair system, even if it does not represent the size or tech level of the faction (ie; no petitioning for the Council to get a higher hack modifier because they're a larger revolutionary faction than the Blood Dragons or Hessians) with one obvious caveat, the Lane Hackers. How it works These are the preliminary numbers I came up with and are subject to change if the system seems to be working a little too well or a little too poorly for the hackers. As an example, since a post with Heavy encryption has a 2.5% chance to be hacked, an attempt to hack from Auxesia would result in a 7.5% chance to hack successfully. (2.5*3.0 = 7.5) A random number between 1-100 would then be generated, and the hack would succeed or fail based on whether or not the number falls within the success chance range. See @JorgeRyan's spreadsheet here for an example on how it works. Hack detection In addition, the inverse rules apply for hacks to be detected. For hack detection, the hack detection chance is divided by the hack multiplier of the faction attempting the hack. For example, if the Lane Hackers attempted to hack a heavily encrypted comm (base 10% chance of detection), the percent would be divided by their 4.0 multiplier, resulting in a 2.5% chance of detection (10/4 = 2.5) Limitations A comm can be hacked an infinite number of times by any party, but only while the communication roleplay thread is active. Once a comm has been concluded, it can no longer be hacked because it does not exist. Parties and individuals are limited to one hack per week on my comms, so as not to result in them spamming hack attempts on everything. They will have to pick and choose their targets wisely. How to initiate a hack To initiate a hack attempt, simply contact me on Skype, Discord or over the forums. A number will be generated and some mechanism to ensure transparency such as screenshare or a video will be done to ensure a fair hack attempt (unless you trust me implicitly and don't need me to go through the trouble of doing so!) Hack chance - Heavy: 2.5% Moderate: 5% Weak: 10% None: 20%* Hack detection chance - Heavy: 10% Moderate: 5% Weak: 2.5% None: 0% *I know this may seem like an oxymoron, but I'm assuming the neural net has some basic crappy encryption in addition to proprietary stuff people tack on. 20% is still a pretty high chance to hack a comm. Hack multipliers per faction - Intelligence factions - 4.0x Liberty Security Force Bretonia Intelligence Service MND Kempeitai Gallic Royal Intelligence Lane Hackers* Technological factions - 3.0x The Order The Core The Wild** Auxesia Gammu AI Military / Revolutionary factions - 2.0x Liberty Navy Bretonia Armed Forces Rheinland Military Kusari Naval Forces Gallic Royal Navy Outcasts Corsairs Gas Miners Guild*** Independent Miners Guild*** Bounty Hunters Guild*** Crayter Military Battlegroup Harmony Coalition Hellfire Legion Red Hessians Blood Dragons Mollies Council Corporate / Police / Pirate / Terrorist / Activist / Civilian factions - 1.0x Ageira Technologies ALG Waste Disposal BMM Border World Exports Cryer Pharmaceuticals Daumann Heavy Construction Deep Space Engineering EFL Gallic Metal Service Gateway Shipping IDF Interspace Commerce Kishiro Technologies Kruger Minerals Orbital Spa & Cruise Planetform, Inc. Republican Shipping Samura Industries Synth Foods Universal Shipping Bretonia Police Liberty Police Inc. Kusari State Police Rheinland Federal Police Gallic Royal Police Liberty Rogues Xenos Bretonian Privateers Gaians Golden Chrysanthemums Farmer's Alliance Hogosha Bundschuh Unioners Gallic Brigands Maquis Unione Corse Zoners Junkers Independent Pirates Freelancers *They're the Lane Hackers, deal with it. **The Wild are mostly affiliated/descended from intelligence factions. This is a halfway point without giving them the full 4.0 bonus. ***Either are or possess well funded paramilitaries. RE: [Trial] Hack my comms! - Lythrilux - 02-15-2018 I'd strongly suggest showing us an example. I'm a tad bit confused. RE: [Trial] Hack my comms! - Banned player t202085 - 02-15-2018 This is a great idea, Can you add a counter hack mechanism, such as if the hack fails there is a 2.5% 5% 10% 20% +- multipliers Chance of the OP being informed that faction X attempted to hack thread X ? I also think that Ageira Technologies Interspace Commerce Would have some pretty hefty intel divisions RE: [Trial] Hack my comms! - Sand-Viper - 02-15-2018 Given that Ageira has their renowned "uncrackable" White Boxes, I can at least see them being better than a measely x1.0. Now, how much of a higher bonus is something I'll leave to other people to decide. I could see a faction like Kishiro Technologies having some Military-grade encryption. Other than those two, the other faction bonuses make sense to me. I like @Silverlight's suggestion of the person being hacked having a chance of knowing who attempted a hack. Actually, it would be neat if there was always a chance a faction knows it was hacked, regardless of whether or not the hack was successful, so there's a possibility that a faction finds out about an information leak. I am curious if a hack would constitute an entire thread, or just posts up until a certain point, or even just an individual post. RE: [Trial] Hack my comms! - Megaera - 02-15-2018 And what about a completely factionless character like mine? Edit: Oh I would fall under terrorist/pirate/whatever RE: [Trial] Hack my comms! - realekki - 02-15-2018 (02-15-2018, 03:00 AM)Lythrilux Wrote: I'd strongly suggest showing us an example. I'm a tad bit confused. +1 i think TAZ isnt in the list for a reason (insane discordian speach none can ever hack). scnr best regards ekki RE: [Trial] Hack my comms! - JorgeRyan - 02-15-2018 I like this idea and think it could provide some nice avenues of RP, I've been working on a spreadsheet to try and make this doable. Also, TAZ not being on the list implies TAZ doesn't/can't hack people, not TAZ can't be hacked, by my understanding RE: [Trial] Hack my comms! - Enkidu - 02-15-2018 Could just do it by Die rolls. I'd be totally up for it, but people with worse encryption need something to balance for that. RE: [Trial] Hack my comms! - Durandal - 02-15-2018 This is exactly what I was saying I wanted to avoid. Corps are corps, pirates are pirates, revolutionaries are revolutionaries, etc. If I give a special bonus to literally anyone other than the Lane Hackers, everyone will try to find a way to justify making themselves more powerful in an area they simply should not be, so no, we'll not be doing that. As for an example I thought it'd be as easy as rolling a D-100, but it turns out that I'm an idiot and that doesn't account for decimals, so I'm still ironing out the details. (02-15-2018, 06:21 AM)Tænì Wrote: people with worse encryption need something to balance for that. This is only for my characters, hence the forum section its in. If anyone else wants to adopt it they're free to, but its up to them to modify it. RE: [Trial] Hack my comms! - Enkidu - 02-15-2018 (02-15-2018, 06:23 AM)Durandal Wrote: This is exactly what I was saying I wanted to avoid. Corps are corps, pirates are pirates, revolutionaries are revolutionaries, etc. If I give a special bonus to literally anyone other than the Lane Hackers, everyone will try to find a way to justify a way to make themselves more powerful in an area they simply should not be, so no, we'll not be doing that. Let me put it like this. Lawfuls hacking unlawfuls are the most likely direction (which is natural), followed by vice versa. UN is currently involved in a big multi-party conspiracy RP against organisations who, with the exception of DWR, would benefit significantly from this system, since it's basically only UN on the UN side, and multiple other parties with multiple hack attempts each. So there'd need to be a balance system, or I'll rely on third party text encryption whenever using the system. We're already in a difficult situation to manage - fresh mechanics would need to give everyone an even foot in the game. |