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Feature: Code-Based Trojan Production #1

@tajemniktv

Description

@tajemniktv

Summary

Add a code-based (thematic) alternative way to produce Trojans, as an optional parallel method to the existing production approach.

Motivation / Problem

The current Trojan production method works, but a “code-based” method would:

  • fit the game’s hacking/coding theme better,
  • add variety and player expression,
  • potentially offer an alternate route for different playstyles.

Proposed Solution (high-level)

Introduce a new path where Trojans can be produced via a coding/hacking workflow, for example:

  • a Code Trojan recipe,
  • a dedicated node (e.g., “Trojan Compiler” / “Exploit Builder”),
  • or an IDE-driven action where certain code patterns/configs yield Trojan output.

Design goals

  • Keep it consistent with existing game balance (not strictly better, just different).
  • Make the loop feel “code-y” (inputs → compile/build → output).
  • Avoid introducing real-world malware instructions; keep it strictly within the game’s fictional mechanics.

Implementation Options

Option A — New node

  • Trojan Compiler node:
    • consumes existing resources (data, CPU/GPU/network, etc.)
    • outputs trojans at a rate depending on “code complexity” or upgrades

Option B — IDE / scripting integration

  • IDE task that “builds” trojans using in-game variables/modules
  • produces trojans as an output item upon completion

Option C — Alternate recipe for existing nodes

  • Add a “code-based” recipe mode to an existing node type (lowest scope)

Acceptance Criteria

  • There is at least one functional, code-themed method to produce Trojans.
  • It’s balanced relative to existing production (not a strict replacement).
  • UI clearly communicates required inputs and expected output rate.
  • Works with saves and schematics without breaking existing setups.

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