suggestion: Kraken Rebalance

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Ranakastrasz
Posts: 35
Joined: Sun Dec 18, 2016 12:23 am

suggestion: Kraken Rebalance

Postby Ranakastrasz » Tue Dec 27, 2016 6:12 pm

Disclaimer. This is a "Newbie Insight", also called "A suggestion by someone who has only seen videos, wiki entries, stories, forum discussions, or had limited interaction with the mechanic, so is only able to theorycraft, not use personal experience"

Ok, so the Kraken is kinda powerful. Given raw numbers, easily twice as powerful as a blaster, and scales massively well. In addition, it takes up basically no space in a node, self reciplicates, and goes straight for the core.

Overall, most of these might make a powerful program. Together, they make a program so overpowered that the only suggestions on how to counter it involve not defending your core at al. Your core, which is supposedly the more important node for you to defend.

Sure, other programs and nodes change the way attack and defence work. Code gates force you to use high power density programs like blasters and battering ram. Protectors are similar. Once turrets show up, you need to use icewalls to have enough time to hack them.
Worms require general defences to counter, as they tear through poorly defended areas easily. Shurikins are powerful on highly interconnected nodes. Shockers suppress massed defencive bottlenecks. And so on.

Krakens however have so much power they tear through all normal defences, just requring some protectors and worms, and probably a few attack programs to ensure it doesn't get killed by turrets not on the direct line. Aside from that, they just break everything, and faster than blasters. Worse, you only need a couple of them and you get a full set for each node between you and the core.


So, the Pros

Kraken has insane DPS per slot
Kraken Self Recplicates.

The Cons
Kraken goes straight for the core.

In other words, its like a really really focused worm with extreme damage output, without having to worry about using up the whole node's space.


I thouht of a few ways to "Fix" it.

Fractal Mechanic.

Instead of combining the testicles, they always spread out as much as possible. Krakens are know to have many tentacles, not just one, after all. Rather than going for the core, it follows normal priority, but each kraken tentacle tries to go in a different direction, spreading out as much as it can. If it reaches a dead end, it paths to the closest available hostile node.

Might have it proritize defences, or non-defences first, which might alter behaviors significantly.

This idea makes the kraken kinda like a more aggressive worm. However, it will be constantly delayed by getting sidetracked by tring to fill all space it can.

This will makes defending your core possible again, and make it so that the kraken isn't quite as insane at cutting trough defenses directly.
However, once space is filled up, it has the same problem. The delay will reduce it's power however.

Space Filling Varient.

This is an alternative addon. Instead of taking up a single program slot no matter how many kraken tentacles are in a node, it takes up one slot per tentacle. If it lacks enough space, they overlap, but the overlapped tentacle will deal 1/4th or 1/2 damage. If you install a program, it displaces a tentacle into another tentacle, giving the same power reduction.

This reduces the effectiveness of massed tentacles, without putting a hard cap on them. Bottlenecks with low caps become harder to break, especially if you have to put a protector to shield it.


Overall, I hope that some part of this might be useful to the developers, since the Kraken kinda seems like it completely changes the game as soon as it shows up.

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Silken
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Re: suggestion: Kraken Rebalance

Postby Silken » Tue Dec 27, 2016 7:38 pm

Kraken's reign of terror is extremely short lived. And what you described above is basically making it into a worm completely.

Kraken's main weakness is that you have to defend the nodes it takes. Regardless of the damage it does. If you don't defend the node it's taken it stops and gets cut of.

Most higher bases have enough fire power to be able to cut it off quite easily. Going up against a high sentry with a Kraken doesn't get you very far. Unless you have very high protectors.

Most people above level 35-40 can defend against it. Some do, others don't bother because they don't worry about reputation.

It's still decent. For example, cutting through maelstroms, to get to the other side quickly, without taking over the whole maelstrom, but you need very very strong protectors to protect each node step.

Most people don't bother with it passed level 30.
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Jaystar
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Re: suggestion: Kraken Rebalance

Postby Jaystar » Tue Dec 27, 2016 11:10 pm

To use a kraken strategy at high levels, you need proTanktor lvl 14+, else you won't be able to defend against sentry21
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Ranakastrasz
Posts: 35
Joined: Sun Dec 18, 2016 12:23 am

Re: suggestion: Kraken Rebalance

Postby Ranakastrasz » Wed Dec 28, 2016 12:26 am

Eh, thats why I used the whole "Newbie Insight" Disclaimer. It was only based on what I had managed to observe thus far. Good to know it becomes less effective when you reach level 21 defences.
Still, that you have to stop defending your core entirely when they first show up seems kinda wrong.

silenoir
Posts: 16
Joined: Mon Nov 21, 2016 2:09 pm

Re: suggestion: Kraken Rebalance

Postby silenoir » Wed Dec 28, 2016 1:26 am

Ranakastrasz wrote:Disclaimer. This is a "Newbie Insight", also called "A suggestion by someone who has only seen videos, wiki entries, stories, forum discussions, or had limited interaction with the mechanic, so is only able to theorycraft, not use personal experience"

Ok, so the Kraken is kinda powerful. Given raw numbers, easily twice as powerful as a blaster, and scales massively well. In addition, it takes up basically no space in a node, self reciplicates, and goes straight for the core.

Overall, most of these might make a powerful program. Together, they make a program so overpowered that the only suggestions on how to counter it involve not defending your core at al. Your core, which is supposedly the more important node for you to defend.

Sure, other programs and nodes change the way attack and defence work. Code gates force you to use high power density programs like blasters and battering ram. Protectors are similar. Once turrets show up, you need to use icewalls to have enough time to hack them.
Worms require general defences to counter, as they tear through poorly defended areas easily. Shurikins are powerful on highly interconnected nodes. Shockers suppress massed defencive bottlenecks. And so on.

Krakens however have so much power they tear through all normal defences, just requring some protectors and worms, and probably a few attack programs to ensure it doesn't get killed by turrets not on the direct line. Aside from that, they just break everything, and faster than blasters. Worse, you only need a couple of them and you get a full set for each node between you and the core.


So, the Pros

Kraken has insane DPS per slot
Kraken Self Recplicates.

The Cons
Kraken goes straight for the core.

In other words, its like a really really focused worm with extreme damage output, without having to worry about using up the whole node's space.


I thouht of a few ways to "Fix" it.

Fractal Mechanic.

Instead of combining the testicles, they always spread out as much as possible. Krakens are know to have many tentacles, not just one, after all. Rather than going for the core, it follows normal priority, but each kraken tentacle tries to go in a different direction, spreading out as much as it can. If it reaches a dead end, it paths to the closest available hostile node.

Might have it proritize defences, or non-defences first, which might alter behaviors significantly.

This idea makes the kraken kinda like a more aggressive worm. However, it will be constantly delayed by getting sidetracked by tring to fill all space it can.

This will makes defending your core possible again, and make it so that the kraken isn't quite as insane at cutting trough defenses directly.
However, once space is filled up, it has the same problem. The delay will reduce it's power however.

Space Filling Varient.

This is an alternative addon. Instead of taking up a single program slot no matter how many kraken tentacles are in a node, it takes up one slot per tentacle. If it lacks enough space, they overlap, but the overlapped tentacle will deal 1/4th or 1/2 damage. If you install a program, it displaces a tentacle into another tentacle, giving the same power reduction.

This reduces the effectiveness of massed tentacles, without putting a hard cap on them. Bottlenecks with low caps become harder to break, especially if you have to put a protector to shield it.


Overall, I hope that some part of this might be useful to the developers, since the Kraken kinda seems like it completely changes the game as soon as it shows up.


Your idea would make the "Capture all nodes" mission much more easier :D
:D :) ;) :( :o :shock: :? 8-) :lol: :x :P :oops:

Sutopia
Posts: 171
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Re: suggestion: Kraken Rebalance

Postby Sutopia » Wed Dec 28, 2016 2:10 am

To my point of view, sacrificing core giving no penalty is the only thing that needs to be balanced

Ranakastrasz
Posts: 35
Joined: Sun Dec 18, 2016 12:23 am

Re: suggestion: Kraken Rebalance

Postby Ranakastrasz » Wed Dec 28, 2016 2:47 pm

@silenoir Please don't quote a whole post for a single line of comment. Use this format instead. It adds a ton of wasted space and tends to irritate people.

Sutopia wrote:To my point of view, sacrificing core giving no penalty is the only thing that needs to be balanced


True. I am working on a suggestion on that part, but I haven't finished it yet. Trying to think of what the core is actually supposed to be first, so I can think of what it might do once captured.

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1337
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Re: suggestion: Kraken Rebalance

Postby 1337 » Wed Dec 28, 2016 3:20 pm

I hardly see krakens, but the one time I did it was a unsuccessful hack.
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