Hi guys,
> That's very good, you'll have lots of useful insights! What was the name > of the game? I'm curious about the details, are there any available > materials about it somewhere on the Web? > It was long time ago, when I worked in another company. I'm sure I will be able to find any references at the moment. Working title was simple - Mafia-game, it was written in Perl. Definitely! The three top ideas on the brainstorm tool (minigame, > missions, doing something with the websites we hack) are about this - > adding elements to the game that make it more meaningful to hack. > Yeah, but I think that mini-game should be just a sort of some fun-adding feature. Not the central thing. > Yup, money and objects are even central for monetization. Aurelien did > some concept work on this already: > > http://community.hackit.cx/forum/index.php?t=msg&goto=7431&&srch=monetization#msg_7431 > > I would be really interested to get your feedback on this - if you find > the time to add an answer to this thread, it would help to move it > forward. > I have posted some comments to the thread. Take a look. > Leveling will probably have to be tightly related to the mecanisms > around the hack action itself, and especially the minigame. If you want > to have a look at the thread and post some comments on how you think > this should work, it would also be very helpful: > http://community.hackit.cx/forum/index.php?t=msg&th=3436&start=0& > > Posted as well. > > Spending more time to hack increases chances to hack but also > > increases chances to get noticed and fail. > > Balancing between these parameters will me it fun to play I believe. > > How would you see this precisely? Especially, what would be the > differences with the way it works with hack points currently? > Now you have some hack points daily. As far as I understand they are restored daily. Problem I see are: - as player you cannot affect on amount of hack points you get. I think that number of points you get daily should depend on your level/experience. - you spend same amount of points to hack any site. I think that bigger sites should take more points to hack. If I'm beginner and get 12 points daily I would focus on light sites that take 2-3 points per hack, but not large sites that takes 50 points (I will have to wait for 5 days to try to try to hack it). > Also it is not enough to hack site, you should also protect it to > > avoid being stolen. > > Yup - cf the idea in the brainstorm tool, don't hesitate to vote! > > http://h4ckit.uservoice.com/forums/59707-general/suggestions/791757-being-able-to-protect-some-of-the-websites-we-hack?ref=title > > Done. > > When you hack site that is owned by someone else there could be tricky > > traps setup, that is what scan option would be useful form but not for > > getting know if site was hacked or not. > > Ahhh, interesting! I haven't seen this idea mentioned yet (only saw it > in Nethernet), but it's a good one. You can add it to the brainstorm if > you want: > http://h4ckit.uservoice.com/ > Done. > > I would use scan option to get information about how site is > > protected. And that is what I need tools/software/hardware, skills and > > money as well. > > How would tools/software/hardware relate to the scan option? I guess it > comes back to the discussion about objects, and their influence on hacks > (cf above). > Any items you buy and use for sites, hacks, scanning, etc are just some descriptive things that you can add to store any time. But any item should have some parameters that will be awarded to hacker or site when item is used. For example hacker has: - "hacking power" that consists of: "performance" (items like CPU, HDD, internet connection, modem, etc) * "attack" (some hack tools, back-door information, password crackers) - "scan power" (to find info about traps and protection level of site): "scanning" (items like port scanners, traffic catchers, etc) - "hiding level" (have without being captured): "hiding" (items like proxies, IPs, fake credentials, etc) Site could have items as well: - "hack protection": to protect against hackers "hacking power" - "scan protection": to protect against scanning using "scan power" - "traps": traps will work if hackers "hiding level" is lower then "traps" level. If hacker failed to scan site and knows nothing about trap he has chances to get into trap and fail to hack. For example, we could be > able to increase the defense of a website the way we add defense to a > territory on Risk, by adding troups on it. We could spend hack points to > add extra viruses on a website we own for example, and/or say that the > "sons" actually protect the "parent" website (connecting to it and > scanning it continuously). > I do not understand the idea of son/parent definitely ;) But assigning items to protect site is definitely good idea. > > It was great experience working on mafia game several years ago, and I > > would be glad to take part in development of your game as well. So if > > you like my thoughts I would be glad to join work ;) > > Could be good to give it a try! We'll only have David's opinion when he > comes back in 1-2 weeks, but if there is one of the subjects from the > top of the brainstorm tool that you are particularly interested on, > let's discuss it and see if we can get some specs for an iteration of > development on it (ie, something that doesn't take more than 1 week to > complete). We need to increase the development speed anyway, and it's > the right timing to add extra hands on the project I think. > Great, I definitely interested in implementing idea of items and their parameters, option to earn money by owning sites, assigning items to sites and buying them in store. If you like all these ideas certainly ;) It is definitelly more then one week, but we could make a plan and split these work in 1 week sprints. -- Thank you Anton A. Chukhlomin www.itscript.com
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