Let’s give a try on what we could do with I.A. It is very simple. *Hypothesis *: we forgot the site tree, and I don’t know what exactly would be the minigame that would make possible to hack site. For know, I base my assumption on a turn by turn battle, but only because it is easier. Everything I say about IA would be exportable to another minigame. The main system of the game remain the same : I hack sites (with a minigame). I am help in this minigame by small engines (IA). At the beginning, they are almost object, something between gear and pokemon, and I can use them in many ways and make them evolve. The way I boost my hack points and scan points remain the same (so no Action points for the IA, my game time is still limited by my hack/scan Points). During your first mission, after several successful hack, you encounter an IA.
*I. What you do with IA at the beginning of regular game session.* After a few sessions of game, a regular session would look like this. 1) After connecting, I go to my IA managing window. I “equip” myself with three IA to accompany me in my hacking session. In this window, I can also see the list of the sites I own, and arrange them (by PR, by tags, etc.). 2) I attribute some of my remaining IA to sites, to defend them. For example, One IA is able to defend three sites sharing any tag, but another IA would be able to defend all the sites that share a particular tag. If a IA defend a site, it means that, if someone else try to hack it, the bonus (defend/Attack) of the IA would be applied to the site, wathever the minigame is. 3) The last thing you can do with the remaining IA is to send them on the web with their special ability. Example : I send an IA for 24 hour on the web, and it would come back (if successful) with 3 sites belonging to a specific hacker (I have entered his name). *II. Types of IA* So long, I have in mind 5 “natures” of AI : -* Hackers IA* : they are specialized in Attack (or wathever would be necessary in minigame to hack a site). - *Department of Defense IA* : They are specialized in defense. - *Science *: they are specialized in gathering intel. - *Profitors *: They are specialized in gathering Hack money and gear. - *?* : They are emergent IA, without any human will behind them. Let just say that at the beginning, they are almost useless, but you know they have an amazing potential. Unlike the other IA, they need a particular “care” until they are big enough. *III. An AI identity card* 1) *Name *(define by the player) 2) *Nature *(and, maybe, underspecies) 3) *XP bar* and *level*. Each time I use a IA in a battle (and win the battle), it’s XP bar is a little filled, until it reach the limit. Also, each time I successfully hack a site, I personnaly (me, the player), win “Web Points”. When I want, I can attribute this points to my different IA to fill their XP bar. So I can choose wich one I make grow. The web points are not based on the number of sites I owned, but on my successful hack attempt. 4)* Resistance, Defence* and *Attack*. This would be depending on the minigame we choose. I imagine that if an IA fail too many time in minigame, its resistance go lower, and when 0 is reached, you can not use it for a small period of time (24 hours). The attacks or defence stat look like this : 4 (2). The number between bracket represent the attack value of the IA when it is not in your “team” but assigned to defend a website. 5) *Passive Capacity *: It is a capacity that is applied all the time (unless you somehow get rid of this IA). It can be +3 % of scan succed, or +1 defense point for every site you own with the tag XXX, etc. 6) *Special Capacity*. This is used when you send your IA in a mission : You can send it 24 hours to gain a particular info (3 sites owned by David, the number of IA possess by someone, etc.) or to bring back money and gear, or even to hack neutral and easy websites. 7) *Awareness *: it grows with levels. It has no incidence at the beginning of the game. It shows the level of self awareness and free will of this IA. Later on, We can Imagine that, when this level is sufficient, this IA will asking thing in exchange of their services (money, ok killing a particular type of IA, etc.) 8) *Equipment slot* : Each IA has at the beginning two slot. The player can by items with hack money to enhance some of their capacity. *IV. Levelling.* 1) Each time a IA leveled, it gains 1 point somewhere depending on its nature. There is also one extra points that the player can use wher he wants. And, the IA gain also Awareness. 2) When an IA become strong, it become more specialized. Also, with they awareness level growing, they become source of new missions. We can also imagine that, with more strong personality, you begin to have bonus and malus depending on the IA you match in your “team”. *V. Merge and exchange.* After a specific mission, you will have the possibility to merge two different IA to obtain a new and more powerful one. You will also have the possibility, as say Xavier, to exchange IA with other player. But beware, they are not pokemon, and they are becoming slowly but surely selfaware. All this is really simple and not very innovative, but it has potential to become interesting. If it globally firs you, the remaing big gameplay question would be : How do I acquire new IA, and what is the minigame... -- Aurélien politis mailing list [email protected] List: http://foobbs.org/cgi-bin/mailman/listinfo/politis Wiki: http://foobbs.org/politis/ IRC: http://foobbs.org/cgi-bin/cgiirc/irc.cgi (#politis @ irc.freenode.net)
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