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[[File:HackingCircle.png]] '''{{PAGENAME}}''' is a [[:Category:Systems|system]] introduced in the [[FTL: Advanced Edition]] update. It can be found on some AI ships during the game, and is a starting system on the [[Lanius Cruiser]], as well as several of the other ships' unlockable C-type layouts. It initially starts with one power bar, and can be upgraded to a maximum of 3 bars. Upgrading the system increases the length of hack it can perform.
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[[File:HackingCircle.png]] '''{{PAGENAME}}''' is a [[:Category:Systems|system]] introduced in the [[FTL: Advanced Edition]] update. It lets you disrupt an enemy system. When you purchase hacking, the system starts at level 1. It can be upgraded to a maximum of level 3. Upgrading the system increases the duration of the hacking pulse.
A hack generally either disables a system or causes it to ''malfunction'' (e.g., hacking a Medbay will cause it to harm enemy crew instead of healing them). Upon deploying a hacking drone (they are treated much the same as any other drone by the game, but do not require a schematic to build), if it is not hit by a stray shot or defense drone, it will latch onto the selected system room, giving you constant view of the affected room. While the hacking drone is active and there is power to the hacking system, the doors of the room become purple, locked to the crew of the targeted ship with roughly equivalent strength to that of blast doors. Also, hacked systems can't be manned while the hacking system is powered. This passive advantage means lower evasion rate, or slower recharge for shields and weapons when the correct system is targeted. Hacking will give you maximum sensor access to that system, even in conditions where sensors are disabled (such as nebula).
 
   
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Some enemies will use hacking against you. Their choice of system is completely random each time they launch a hacking drone. Enemy ships have a maximum of level 2 hacking, except for the Flagship in phase 1, which has level 3.
===Effects on specific systems===
 
The hacked system will shut its doors to the crew of the affected ship, but will grant access to any crew from the same ship as the hacking drone. For as long as there is power to the hacking drone, the doors remain locked, but triggering the actual hacking process will cause different effects depending on the targeted system. The length of each hack is dependent on the level and current power routed to the Hacking system, and there is a cooldown period between each hack, much like that of the [[Cloaking]] system. Manned systems that are hacked lose the manned bonus so long as there is a single point of power in the hacking module. The effects of hacking each type of system are documented below:
 
*'''[[Weapons]]''': Passively provides information on charge status like Sensors Level 3. When activated, drains weapon charge.
 
*'''[[Shields]]''': Slowly discharges shields, taking ~1.5s to discharge each level of shielding.
 
*'''[[Piloting|Bridge]]''' or '''[[Engines]]''': Passively shows the evasion chance. When activated, reduces the affected ship's evasion to zero and stops FTL charging.
 
*'''[[Oxygen]]''': Depletes oxygen rapidly instead of regenerating it.
 
*'''[[Medbay]]''': Damages crew instead of healing them.
 
*'''[[Clone Bay]]''': Shut down the cloning bay, killing potential clones permanently.
 
*'''[[Drone Control]]''': Deactivate enemy drones, with a chance of destroying them.
 
*'''[[Hacking]]''': Disable enemy hacking modules, potentially destroying them. The enemy can launch a new module when the system goes back online, if they have the parts.
 
*'''[[Mind Control]]''': Takes control of targeted enemy crew member. If the enemy has control of one of your crew, using Mind Control will cancel it out.
 
*'''[[Teleporter]]''': Enemy boarders are returned to their ship. Mind-controlled enemies are not treated as enemy boarders.
 
*'''[[Doors]]''': Turn all enemy doors into friendly blast doors, greatly hindering enemy crew movement (and potentially enabling free movement of friendly boarders).
 
*'''[[Battery]]''': Disable bonus energy and drain two more energy bars.
 
*'''[[Cloaking]]''': Disable cloaking and forcibly decloaks ship.
 
*'''[[Sensors]]''': Disable sensors.
 
   
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==Choosing your hacking target==
   
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Choosing a hacking target works much the same as targeting your weapons. With power in the hacking system, click on the hacking drone icon, then click an enemy system room. If the enemy has a Zoltan Shield, you must destroy it first; if they are cloaked, you must wait for the cloak to end.
[[File:FlagshipEzEvasionTest.jpg|thumb|400px|Evidence of manned bonus lost from hacked system.]]
 
You can see the pilot is not facing the Flagship console but rather outwards to the player. If the system was being manned, he would be facing the other way. If this was a player ship with unskilled crew, the dodge rate would be 20% (Level 2 engines=10% plus two manned systems, another 10%). So either the computer receives a manned bonus for engines or uses another system for bonus rate. Furthermore, when your own system is hacked, your crew does not receive experience for manning the system because they are not manning it. Your ship also loses the manned bonus.
 
   
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Once the game is unpaused, this choice is permanent: you can only hack one system in a fight, unless your hacking drone is somehow destroyed. If you change your mind while still paused, you can cancel the hack launch by clicking on the drone icon again.
===Side-effects of hacking===
 
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Friend-or-foe identification of teleporter hacking will take into account temporary effects (mind control). Thus, the following situation may cause an unexpected outcome:
 
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Upon choosing a target, your ship launches a hacking drone towards the enemy. This costs one drone part and takes about 2--3 seconds to reach the enemy ship. While travelling, the hacking drone can be targeted by defense drones and anti-combat drones, or even destroyed by random collisions. If the drone is destroyed, you will be able to send another one after a short delay.
* Ship A has teleporter and mind control systems installed and activates mind control successfully on a crew member of ship B;
 
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* Ship B has hacking system installed, hacks teleporter system of ship A and perform a hacking surge;
 
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When the drone reaches the enemy ship, it latches onto the hull and becomes invulnerable. It can only be destroyed if the enemy hacks your hacking system.
* If mind control and hacking durations overlap, affected crew member of ship B will be teleported to ship A. If Ship B does not have teleporter system installed, that crew member will not be able to return to ship B at all.fi
 
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==Passive effects==
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Hacking confers several passive effects. These apply whenever your hacking system has any power:
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*Doors to the room are locked to enemy crew, but allow your crew to pass through freely
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*Repair speed of the hacked system is halved
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*The system cannot be manned
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*You receive max-level sensor information about the system
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The purple hacked doors take 10 hits to break down, and will automatically lock again after 7 seconds. You cannot directly control these doors, but you can "open" them by removing all power from your hacking system.
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When hacking piloting or engines, you are shown the current enemy evasion. When hacking O2, you are shown the amount of oxygen.
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==Hacking pulse==
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In addition to the above passive effects, hacking allows you to disrupt the targeted system by activating a hacking pulse. The hacking pulse lasts either 4, 7, or 10 seconds, depending on the amount of power in your hacking system. When the pulse finishes, the hacking system enters cooldown and you must wait 20 seconds before activating the next pulse.
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The effect of a hacking pulse depends on which system is being hacked:
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*'''[[Weapons]]''': Drains weapon charge (at the "normal" speed that weapons charge).
 
*'''[[Shields]]''': Discharges shields, taking 2 seconds per layer.
 
*'''[[Piloting|Bridge]]''' or '''[[Engines]]''': Reduces evasion to zero and stops the FTL charging.
 
*'''[[Oxygen]]''': Depletes oxygen rapidly.
 
*'''[[Medbay]]''': Damages enemy crew instead of healing them (your boarding crew are not affected).
 
*'''[[Clone Bay]]''': Shut down the cloning bay, killing potential clones permanently
 
*'''[[Drone Control]]''': Disables all enemy drones, with a chance of destroying them
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*'''[[Hacking]]''': Ends any active enemy hacking, with a chance to destroy the hacking drone.
 
*'''[[Mind Control]]''': Takes control of a random enemy crew member for the duration of the hack. If the enemy has control of one of your crew, using Hacking will also cancel it.
 
*'''[[Teleporter]]''': Enemy boarders are returned to their ship. Mind-controlled enemies are not returned.
 
*'''[[Doors]]''': Turn all enemy doors into friendly blast doors, hindering enemy crew movement (and enabling free movement of friendly boarders).
 
*'''[[Battery]]''': Disables bonus energy and drain two more energy bars.
 
*'''[[Cloaking]]''': Prevents cloaking and forcibly decloaks the ship.
 
*'''[[Sensors]]''': Disable sensors (only applies to the player, not enemies).
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== Defences against hacking ==
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* Defence drones will shoot down hacking drones, although they can miss. Enemies will eventually run out of drone parts.
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* Zoltan Shields prevents hacking drones from being launched.
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* Destroying or ionising<ref>Due to a bug, ionising an active hacking system will reset the system cooldown to the amount of ion damage applied, instead of 20 seconds. This may not be what you want!</ref> the enemy's hacking system will interrupt the hacking effect, until their hacking system becomes operational again.
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* Hacking the enemy's hacking system cancels the active hack and has a chance to destroy the hacking drone.
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* Destroyed systems cannot be actively hacked, so it's possible to bomb your own system to prevent the hack. This is generally not useful, however, and will not interrupt a hack that has already begun.
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<references/>
 
[[Category:Systems]]
 
[[Category:Systems]]

Revision as of 16:48, 4 November 2019

HackingCircle Hacking is a system introduced in the FTL: Advanced Edition update. It lets you disrupt an enemy system. When you purchase hacking, the system starts at level 1. It can be upgraded to a maximum of level 3. Upgrading the system increases the duration of the hacking pulse.

Some enemies will use hacking against you. Their choice of system is completely random each time they launch a hacking drone. Enemy ships have a maximum of level 2 hacking, except for the Flagship in phase 1, which has level 3.

Choosing your hacking target

Choosing a hacking target works much the same as targeting your weapons. With power in the hacking system, click on the hacking drone icon, then click an enemy system room. If the enemy has a Zoltan Shield, you must destroy it first; if they are cloaked, you must wait for the cloak to end.

Once the game is unpaused, this choice is permanent: you can only hack one system in a fight, unless your hacking drone is somehow destroyed. If you change your mind while still paused, you can cancel the hack launch by clicking on the drone icon again.

Upon choosing a target, your ship launches a hacking drone towards the enemy. This costs one drone part and takes about 2--3 seconds to reach the enemy ship. While travelling, the hacking drone can be targeted by defense drones and anti-combat drones, or even destroyed by random collisions. If the drone is destroyed, you will be able to send another one after a short delay.

When the drone reaches the enemy ship, it latches onto the hull and becomes invulnerable. It can only be destroyed if the enemy hacks your hacking system.

Passive effects

Hacking confers several passive effects. These apply whenever your hacking system has any power:

  • Doors to the room are locked to enemy crew, but allow your crew to pass through freely
  • Repair speed of the hacked system is halved
  • The system cannot be manned
  • You receive max-level sensor information about the system

The purple hacked doors take 10 hits to break down, and will automatically lock again after 7 seconds. You cannot directly control these doors, but you can "open" them by removing all power from your hacking system.

When hacking piloting or engines, you are shown the current enemy evasion. When hacking O2, you are shown the amount of oxygen.

Hacking pulse

In addition to the above passive effects, hacking allows you to disrupt the targeted system by activating a hacking pulse. The hacking pulse lasts either 4, 7, or 10 seconds, depending on the amount of power in your hacking system. When the pulse finishes, the hacking system enters cooldown and you must wait 20 seconds before activating the next pulse.

The effect of a hacking pulse depends on which system is being hacked:

  • Weapons: Drains weapon charge (at the "normal" speed that weapons charge).
  • Shields: Discharges shields, taking 2 seconds per layer.
  • Bridge or Engines: Reduces evasion to zero and stops the FTL charging.
  • Oxygen: Depletes oxygen rapidly.
  • Medbay: Damages enemy crew instead of healing them (your boarding crew are not affected).
  • Clone Bay: Shut down the cloning bay, killing potential clones permanently
  • Drone Control: Disables all enemy drones, with a chance of destroying them
  • Hacking: Ends any active enemy hacking, with a chance to destroy the hacking drone.
  • Mind Control: Takes control of a random enemy crew member for the duration of the hack. If the enemy has control of one of your crew, using Hacking will also cancel it.
  • Teleporter: Enemy boarders are returned to their ship. Mind-controlled enemies are not returned.
  • Doors: Turn all enemy doors into friendly blast doors, hindering enemy crew movement (and enabling free movement of friendly boarders).
  • Battery: Disables bonus energy and drain two more energy bars.
  • Cloaking: Prevents cloaking and forcibly decloaks the ship.
  • Sensors: Disable sensors (only applies to the player, not enemies).

Defences against hacking

  • Defence drones will shoot down hacking drones, although they can miss. Enemies will eventually run out of drone parts.
  • Zoltan Shields prevents hacking drones from being launched.
  • Destroying or ionising[1] the enemy's hacking system will interrupt the hacking effect, until their hacking system becomes operational again.
  • Hacking the enemy's hacking system cancels the active hack and has a chance to destroy the hacking drone.
  • Destroyed systems cannot be actively hacked, so it's possible to bomb your own system to prevent the hack. This is generally not useful, however, and will not interrupt a hack that has already begun.
  1. Due to a bug, ionising an active hacking system will reset the system cooldown to the amount of ion damage applied, instead of 20 seconds. This may not be what you want!