- Joined
- May 5, 2020
- Messages
- 16
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).
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!
- 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.
- 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.
- 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.
- 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.
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!