YOLOL Virus/Corruption Game Play

Joined
May 5, 2020
Messages
16
#1
I looked in this forum but I didn't see any mention of this idea. I know that this idea won't be universally beloved, but I would like to share it anyways. I think that malware related game mechanics would be very interesting. I'll put my rough ideas below, and thank you to the few who take the time to read and comment on this I'm calling my suggested item a Malware Device (MD).
  1. MD's can be uploaded to Chip Sockets by players. This would preferably work by being in proximity to computational blocks to activate various malicious code related attacks to YOLOL. The effects of these devices would be time based, and players could set up a simple early warning block that connects into the ship/station data bus and triggers an alert when malware is being used. (By alert, I mean an auditory alarm pattern through player built speakers, so that the players would have to log into a data terminal to see which block has been affected.) This way, players can stop the effects before they happen. This could be done by using a simple Purge Device (PD), but the PD only works if you install it before the Malware device activates.
  2. The simplest of these MD's would cause partial deletion of the code found on the targeted computer. The code bits that would be deleted would be random, maybe just one or two lines removed. In addition, once a computer block has been effected, it cannot be repeatedly attacked by multiple MD's. I think this should be the case for all MD's.
  3. A more severe MD would be a case where the system finds integers related to mechanical movements, and then sets it to zero, maximum, or some other random integer. This would obviously suck if it happened in a factory. Or imagine a ship that has it's lateral thrusters permanently set to random values.
  4. And quite possibly the worst thing that could be done is what I'm calling the MD-Amp. Basically, a player finds a computer and uses an MD of their choice PLUS an Amp. This causes the MD to infect not only the system it's closest to, but also any other blocks that are connected to it (I think there should be a limit though, based on distance to the targeted computer and/or number of computers that can be infected at once via the data bus.) The catch is that it doesn't cause all the effected nodes to be infected at the same rate. Essentially, it fully infects each computer in range one by one, and if at any time a player can catch one of the infected computers and use a PD on it, halting the domino effect.
In all MD attack cases, the Chip Socket screen should blink red if it's being attacked. Once an MD has fully effected it, then it's solid red. And also, I think that instead of deleting the code fully, the MD should simply comment-out a line or two. That way, players can quickly fix it. And for any effected integers, they could possibly be highlighted red or something, in order for players to quickly see whats wrong. Also, once an MD has been put into a system by an opposing player, that player can either leave, or stay and defend their position until the code uploads. This might be worth the effort if you're uploading an expensive MD-Amp.

The point isn't to be able to destroy a ship or station via just code. You should still need a lot of fire power and grit to do that. It should however be used as an extra bit of espionage and distraction when attacking enemy bases and boarding large vessels. I also think it would be important to make the effects of MD's easily correctable by players, because nobody wants scroll over lines of code trying to source a bug after patching all the holes in their ship. If you wanted to do that, you should just be a real life programmer lol. Thanks for reading, you rock!
 

Verbatos

Veteran endo
Joined
Aug 9, 2019
Messages
214
#2
I think if this was implemented it would immediately take over the meta, the ability to simply edit other people's thruster output is alone game-breaking, I know from experience that flying a ship without full control over the thrusters is mentally painful. Besides, simply removing bits of code would instantly break everything that isn't the most simple piece of code, since everything in a set of YOLOL code is designed to work with everything else, it's all interconnected, just like how removing a single piece from a clock will always make it break, even if the piece itself is small.

It would also be not very fun to fight against, not many people likes having their options restricted, and even less like having one thing completely shut down their combat capability, their entire production chain, or some important script like ISAN or one for fuel-efficiency.
 
Joined
Apr 15, 2021
Messages
1
#4
i Think this could be quite an interesting idea. I agree deleting random bits of code is probably not a solution, but having pre selected effects could be quite good. Intercepting an automated ship and having the ability to inflict none critical damage such as the ship goes slow for a set period of time or goes off course then needs manually flown too to correct could be interesting (providing suitable and clear notifications are displayed to the ship owner. It could also create quite nice ambush situations. I think these should be more of an irritation then a means to overpower someone. think griefing the supply chain but legally. You may need to respond with force!
 
Joined
Mar 15, 2021
Messages
4
#5
Sounds good, it could bring some diversity into PvP, but what's the difference between this and disabling electronics by destruction? I mean once you find electronics/lines on the boarded ship, can't you simply destroy the lines in order to corrupt ship's functions? I'm not in CA so I don't know if it's possible.
Some kind of an electronic warfare would be interesting though, specialised (weapon, yolol, engine,...) jammers with a high power input so that you can't fit them on every fighter. Imagine a turret-like weapon (directional antenna) that you have to point at the target in order to slow down yolol, weapons etc.
 
Joined
Apr 29, 2021
Messages
2
#6
Better and not so disruptive would be to just increase timings in affected chips.
Like EW emitter with huge power consumption, making nearby YOLOL chips tick slower. Might work on torpedoes too.
*BTW current implementation of ISAN navigation would go haywire if affected by such.
 
Joined
May 10, 2021
Messages
5
#7
i think this is an incredible idea with even more incredible possibilities. as an example, publishing a dreadnaught style ship with a built in flaw hidden from the ones who download it, i.e. turning off all cooling circuits, an attack that would not be immediately noticeable, causing the reactors to overheat and explode after a while.
this flaw only being on the public version and the personal version (the ship builder's own version) of the ship having the systems to activate the self-destruction routines that the public versions have imbedded in them.
now, this would be an incredibly complex attack to pull off. but, I don't think it would be all to impossible.
I do not have access to the alpha so i am not able to test this concept, but would love to try it if I got the chance.
 
Joined
May 17, 2021
Messages
9
#9
I’m not in CA, but from what I’ve read and watched of YOLOL’s current implementation, wouldn’t you have to know the names of the target’s YOLOL chip variables in order to affect what goes to all the various device fields? Is there a way to check that from range and edit your chip accordingly before adding it to their network? Is there a way to sever the connection to a device and connect it to your own chip swiftly and easily?

Edit: I realized I really only addressed what’s in the game, not what could be added. I’d love to see some sort of way to “hack”, but it would need to be done in a way that is possible to counter and doesn’t become meta. Maybe it could be done one of two ways - you either approach the ship with just your endo and attach something that takes time and effort OR a ranged option could be some sort of beam that takes time to lock on to the target. With the endo approach, it’d be cool if after you attach something, you pull up that left arm display and directly edit code. Whatever it is, it’s gotta be niche, not meta, and be high risk/high reward.
 
Last edited:
Joined
Jun 24, 2021
Messages
1
#10
You're correct - you would need to know the variable names. Luckily though there are some common code implementations that have known variable names, like ISAN. Additionally you can always make educated guesses at stuff like ":total_power", "pwr", ":temp", ":fuel", ":x_coord", etc.
 
Joined
May 28, 2020
Messages
2
#11
While EWar may be an intresting topic. Outside of EMP's i would think most 'endo' based tech would be hardend against distance tammpering.
 

Zaff

Learned-to-turn-off-magboots endo
Joined
Aug 10, 2019
Messages
47
#12
Eh. Sounds too abritrary when SB already has "real" code as well as unfulfilling to accomplish and unfun to fight against. If an endo boards a large ship they can already use their U-tool to modify whatever components or networks they can reach. There's your real hacking minigame.
 
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