hierbo wrote:Example 1:
Boarders can devastate your ship if you cannot repel them. That is acceptable, though, because there are tons of ways to do that, as follows:
> Vent most of your ship, forcing them to fight in your medbay or suffocate.
> If you have a good crew, simply overpower them with your own crew
> Use anti-personnel drones to force a battle in a vented room, which doesn't hurt your drone.
> Target your own ship with bombs to hamper the boarders.
> Hack the enemy teleporter to force the boarders off your ship if the going gets too tough.
> Use upgraded doors so that boarders do not have free reign of your ship.
> Vent all critical system rooms so that the boarders only attack systems that are not important for that battle.
All of those methods are perfectly viable, highly effective, and many of them can be readily available with any ship right with little or no additional luck required to get the necessary load out.
All of those methods are "perfectly viable", just like all the methods I listed for countering an enemy's hack on your ship. Many can be readily available with any ship though? Not sure on that.
> Venting your ship is an option on most ships, but not all ships have medbays now, and there are advantages to a clone bay which can make it look like a great option... until someone boards your ship.
> Having a good crew of your own is a pretty limited option for the same reason you're trying to fob off the hacking counters with.
> Anti-personnel drones require luck (or the appropriate ship) to get access to drone control, AND luck getting the relevant drone.
> Bombs are as viable a counter to hacking as to boarders, and just as luck-based in having access to them.
> Hacking is as viable a counter to hacking as to boarders, and just as luck based again.
> Upgraded doors are only really important for countering boarding and controlling fire. It's a specialised upgrade which costs scrap and provides no benefit in any other situation.
> Venting all critical systems forces your own crew out (unless they're Lanius), meaning you're weakening your own critical systems to prevent the enemy from weakening them more.
These are all viable options, but realistically, there are only 2 options which are more consistently available than the counters to hacking. One of those is almost entirely specialised to countering boarding and does very little else, and the other has a pretty significant drawback.
Example 2:
An enemy with a large volley of shots can cripple and destroy your ship if you cannot quickly damage their weapons system. This is acceptable because there are a lot of ways to damage or impede that system, and still more ways to buy yourself additional time to get the job done.
> If you have a lot of guns, simply overpower the enemy's shields, directly firing on the weapons.
> Hit the enemy weapons system with bombs or missiles, damaging or ioning it, buying time for you to get the upper hand, in addition to getting their guns "out of sync", such that they cannot reliably penetrate your shields.
> Invest in good evasion, mitigating the enemy volleys by causing many, if not most, of their shots to miss you entirely.
> Board the enemy ship in another system that the AI considers critical, like shields, forcing him to have his gunner crewman leave his post to fight you, which slows down his weapon charge rate.
> Employ the cloaking system, allowing you to use cloaking to dodge the worst parts of the enemy volley, ensuring that you take little or no damage for long enough to try to get the battle under control.
> Hack the enemy guns, substantially slowing down his guns' firing, buying lots of time to otherwise disable the threat.
As with the previous example, there are so many solutions to this problem that it is highly improbable that you will have absolutely none of them at your disposal (except for very early in games using underpowered ships, of course).
As with the previous example, there are still limitations here.
> Massed weapon fire like this isn't always available, particularly near the beginning of the game. Blatantly luck-based.
> Relying on bombs and missiles is, once again, luck-based on having those systems available. Ions are also luck-based, and you're relying on the enemy ship having weak enough shields that you can get through them before taking significant damage.
> Boarding is, once again, reliant on having the right specific upgrade, but ALSO dependent on having a good crew. Even then, it doesn't prevent the enemy ship from using its tactic, it just delays them slightly, much like using a defense drone against hacking, but with significantly less benefit.
> Cloaking is a good option here, but as with all your other examples, it's something you can't always rely on having available to you.
> And in this case, hacking the weapons is actually a LESS viable counter to a ship with lots of weapons than hacking their hacking systems will be on a ship that relies on that system.
So once again, the counters are no more numerous than counters to hacking, and equally reliant on you having the right tools, most of which are in some way luck-based.
You have a lot of options for countering an enemy with hacking, and in the majority of cases, you WILL have one available if you've considered the validity of the threat. I've found Mind Control, bombs and missiles when I don't have defense drones to be more dangerous threats than hacking even when I have a "crucial" system taken over.