Sutopia wrote:SCM and SCCM should be introduced to inhence late game stealth play.
SCCM : Stealth counter-countermeasures
Program : Dummy image
Ability : Cover stealth activity in 3 connections for an amount of time. Scanner scanning the effected node only take visibility of dummy image.
Idea : have you not watch spy movies?
Price : start from 200 bcoin, raise curve to be determined.
Compile time : 30 min
Disc space : 25
Install time : 1 sec
Image effective time : 4.5 sec + 0.5*level
Visibility : 97 , decreased by leveling
Side note : upon installing SCCM the scanner can capture the image spreaded in 3 connection, which means the scanner 6 connections away will be able to detect one installed at net connection. You can remove the image early, kinda like how kraken works.
SCM : Scout countermeasures ( you read that right)
Node : gap generator
Ability : hides node type and level within certain amount of connections.
Idea : red alert 2 allied building
Total level : 4
Connections covered : 1+ level
Price : 2 / 4 / 8 / 16 mil
Amount : limit at 1
Required core : to be determined
Side note : In stealth mode, hided nodes can be revealed with access "accessed" (one node away). Once brute force start, the "fog of war" fades away and show the entire network.
Side side note for developers: game dose not even load (reveal) the nodes when player is 2 connections away from covered nodes, requesting node type for revealing result in sure record of intrusion, prevents S/L sandbox hacks.
Not feasible with the way the game work. It requires constant connection in order for node reveal, but currently the game sends data in packages. I don't think it's possible with the current engine.
Stealth shielding is a good idea, but too easily abused. People would just level it and ignores all other stealth program.