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Description
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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