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     Post subject:Elections/Psychiatric Wards
    PostPosted:Sat Oct 15, 2005 4:13 pm 
     

    Joined:Sat Oct 15, 2005 4:03 pm
    Posts:7
    I think it missions where you have to hack into the government facilities and alter elections so a certain senator could win an election. Perhaps a major storyline mission would be to make a guy become president or prevent him from doing so. Then if you failed, the feds and the guy would be after you, perhaps nonstop, constantly checking every single location you left logs in.

    My second idea is putting someone in a psychiatric ward. In a prison, the person could contact people and still give out "top secret" info to people, so everything he said would be considered crazy. Maybe another mission could be to break people out of a asylum to release his info to reporters, etc.

    Well, that's all I've got. tell me how bad these ideas suck.


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    PostPosted:Wed Oct 19, 2005 10:29 pm 
     

    Joined:Sat Oct 15, 2005 4:03 pm
    Posts:7
    Apparently those ideas really suck. Here's a few more, and if everyone thinks they suck too I'll shut up.

    LANS-Make it so the sys admin doesn't go straight where you last clicked, instead where you are in the LAN. Otherwise the admin will can just be led around and the sys admin thing becomes. Then again, make it so the entry is right next to the place you have to be. Also, maybe have "duo missions" where you have a buddy come in behind teh sys admin and bump him off or lead him on the wrong trail. Plus, make the terminals actually have information instead of blah...(like usual), and the code is 15.0. Perhaps the code could be hidden within many many lines of info.

    Make computer security a bit more useful. Having tons and tons of security slots is kind of useless: All you need is one motion sensor and one gateway nuke. Or is this just a idiotic and wrong thought?

    How about a world map that doesn't clip out certain systems. Instead it makes the dots smaller and maybe you could cycle through different views:all,government systems only, uplink systems only, etc.

    Well, I hope these ideas aren't that terrible. Sorry if they are.


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    PostPosted:Thu Oct 20, 2005 11:13 am 
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    Joined:Mon Mar 07, 2005 9:32 am
    Posts:600
    Location:localhost
    Election Hacks: Possibly yet another thing to add to the mission types. Not a bad idea. Would be hard to implement the bit about them coming after you though...

    Putting someone in a mental hospital: Cool idea, I'm liking that one.

    LANS: The idea is that they trace your activity through the LAN, like they would trace you through a bounce list of servers. Killing the sysadmin would make it too easy.

    Security: Computer security is being updated. (Timed Disconnect, Infinity chip)

    I really like the map idea. This could be implemented via the idea I had about a filterable servers list, whereby if you place a filter string in the box, you only see servers matching that query. This could be extended to work with the map.

    The ideas don't suck. Well, they don't suck too badly.

    _________________
    BAZINGA.


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    PostPosted:Fri Oct 21, 2005 7:39 pm 
     

    Joined:Sat Oct 15, 2005 4:03 pm
    Posts:7
    Yay, I got positive feedback. Or maybe your just nice. Anyway I'll just keep spouting ideas until someone tells me to stop.

    The missions setup need improvement. Apparently, the world revolves around the player so missions are given just to his skill level. This is a problem if the software required for the new mission types is too expensive, so the hacker has to wait forever for several low-paying missions to come by before getting the required software. Really annoying! Missions should come in all skill levels at all times and maybe have missions disappear after about an hour because myabe "another hacker got there first".
    Also, maybe increase the rate of mission spawning if all the missions are done so half the time isn't spent pressing x3spd.
    Plus, you shouldn't be able to get a mission and wait 3 years before doing it. Missions should have maybe day or week long deadlines just for added realism. Maybe?

    For realism why not put a lot of logs in of all the employees who log on and off of the mainframes and whatnot. This could add difficulty to "trace a hacker" if you have to sift through a lot of logs.

    Are these bad ideas? Cause if they are I Will stop.


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    PostPosted:Sat Oct 22, 2005 7:19 am 
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    Joined:Mon Mar 07, 2005 9:32 am
    Posts:600
    Location:localhost
    I came up with the idea of fixing the low level mission spawning problem a while back. Unless Miah has forgotten about it, it should be implemented at some point.

    Mission timeouts are a good idea. Been discussed many a time before, but nobody really went into any detail, just mentioned it in passing.

    Sifting through lots of logs would be a nice idea, but Onlink is designed to be able to run on a low spec computer, so even having 1 log per minute per server would put some strain on low spec computers after a few hours of play. Remember, all these logs have to be stored in the RAM and in the player's user file. Considering that there's about 300 servers in-game, there would be 300 new logs per minute (5 a second), along with your usual random and player-induced logs. After an hour of play, that's 18,000 logs. If one log has around 64 characters in it, it'll take 64 bytes if stored as ASCII. The user file's size would increase at a rate of 1.125MB per hour! :o
    No wonder Windows starts to lag after it's been installed for a year or two! :D
    It's a good idea, but it couldn't be implemented without serious performance and file size issues.

    _________________
    BAZINGA.


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