Floppy Disk Effects: ***NOTE: Floppy Disks break after first use.
-- 25% Chance to display random junk data (NPC storyline stuff, etc).
-- 20% Chance to display a Missile Silo Code.
-- 15% Chance to give Laptop a virus.
-- 5% Chance to malfunction and destroy Floppy Disk Drive.
-- If all else fails, disk is worn out and useless, and breaks.
Flash Drive Effects: ***NOTE: A Flash Drive may be erased and 1 program copied to it.
-- 50% Chance of being random junk data.
-- 20% Chance of being a virus.
-- 30% Chance of having a random program on it.
-- If all chance rolls fail, drive is blank.
-- Erasable / Re-Writable from Laptop menu.
Laptop Computer Virus Effects: (effect randomly chosen when player uses a CD-ROM with a virus on it)
*** NOTE: When Laptop has a virus, it will randomly act up when player uses Laptop, until removed.
Caught by Virus Scan (if present) = 90% chance.
-- Randomly delete CD backup from Backup Drive (if present). = 50% chance.
-- Lock up Laptop so it can't be used again til next login. = 30% chance.
-- Randomly destroy a Laptop upgrade hardware device. = 15% chance.
-- Lock up Laptop for a whole day. = 20% chance.
-- Power Surge fries laptop and electrocutes + kills player. = 1% chance.
-- Virus Fizzles and just displays fake error message = if all other effects fail their % chance roll.
If this happens, 50% chance the CD-ROM or Floppy Disk will be destroyed.
Laptop Functions Menu:
-- Planetary Comm Channel.
-- Galactic Comm Channel (requires owned or hacked Comm satellite).
-- Private Communications (personal email).
-- Insert Floppy Disk (may contain useful info, or Missile Silo codes).
-- Insert Flash Drive (may contain upgraded Laptop functions, or useful info).
-- Explore Backup Drive Programs (shows programs you have, and allows copy to Flash Drives).
-- Insert CD-ROM (may contain many useful programs, or maybe a virus).
-- Run a Program from Backup Drive.
-- GPS Base Locator (shows direction and distance of nearest owned base).
-- Galactic Recruit Roster (lists all players and their current space sector & planet).
-- Attempt to Hack a Control-Room Terminal (used in a base to enter a control room).
-- Attempt to Hack Base/Mothership Security (used inside ship to drop shields without breaching).
-- Attempt to Hack a Starport Terminal (used inside Starport. Allows use of any satellites in current space sector).
(If Defense satellite is hacked, may be used to attack other sattelites or even ships from the Laptop!)
*** Cannot be used with any weather patterns in the area.
-- Signal Scout Ship for rendezvous (summons your Scout Ship to your coordinates).
*** Cannot be used with any weather patterns in the area.
-- Virus Scan (attempts to remove a virus. Requires anti-virus software).
-- Attempt to Hack a Missile Silo Terminal (requires Missile Silo code. 3 wrong guesses Tele player away).
-- Attempt to activate a Mecha (10% Chance to activate unowned Mecha. Pisses off an owned Mecha,
causing it to blast player with Gamm-Radix Cannon for 100-500 dmg + 10-50% Radiation).
*** Activating a Mecha will unlock it, allowing player to access and use it.
-- Spy Satellite Scan (20x20 detailed scan). ***Cannot be used with any weather patterns in the area.
Unlike hackware, this will only allow player to use satellites they own.
-- Planetary Weather Scan (uses Weather satellites for a 50x50 scan...shows only terrain and weather effects).
***Cannot be used with any weather patterns in the area. Uses player's owned satellites only.
Hacking Functions: ***NOTE: Hacking is done cyberpunk / lawnmower man style.
Sentinels are AI anti-hack programs which fry CyberJack +1-500 dmg if you're caught.
-- Examine Cloaked Node -- Attempts to show what type of node it is.
-- Bypass Firewall -- Bypassing firewall is done by guessing open port # 1-4, three times. Incorrect port #'s = fail.
-- Insert Trojan -- Used to bypass Closed Nodes. 20% chance of Sentinels. 75% Chance of failure.
-- Insert Worm -- Will travel the Matrix in a line, in specified direction, until it hits Corrupt, Sentry, or Firewall Node.
-- Code Scanner -- Scans Node, showing info about it. Scanning is done by synchronizing 3 signals at once.
-- Download Data -- Download a Data Node. 10% Chance of random program. Otherwise useless.
-- Move to Node -- Move to another Node.
-- Sabotage Node -- Destroys a Node. Used when Sentinels are after you. Successfully sabotaging a node
turns it into a Corrupt Node. Sentinels cannot pass Corrupt Nodes.
A Sentinel in the Node when it is sabotaged is destroyed.
-- Access Control Node -- Guess base password to access Control Nodes. 3 wrong tries calls a Sentinel.
-- Hack Node -- Hack a Node, like missile silo in OOII, 3 wrong tries calls a Sentinel.
Successfully hacking or downloading a node turns it into an Empty Node afterwards.
-- Recharge Laptop Battery -- Can only be done while accessing a Terminal.
-- Log out of DataCore -- Must be at an Exit Node.
DataCore Matrix Node Types: (Similar to the old BBS "hacking" type games)
OPN Open (empty) Node -- Passable.
EXT Exit Node -- Exits the DataCore Matrix safely, returning to Laptop Menu.
CLS Closed Node -- Impassable. May be opened with a Trojan.
LCK Locked Node -- Impassable. May be Hacked open.
DTA Data Node -- Downloadable. 10% chance of random program, otherwise useless data.
COR Corrupt Node -- Corrupt data. Impassable.
CTL Control Node -- # of Node corresponds to a Base #. Access allows remote use of Base controls.
MTH Mothership Control Node -- # of Node corresponds to a Mothership #. Access to hijack Mothership controls.
PWR Power Node -- # of Node corresponds to a a Base #. Hack it to lower base shields & power down defenses.
GPS GPS Node -- # of Node corresponds to a Vehicle #. Hack it to show location info.
SAT SatCom Node -- # of Node corresponds to a Satellite #. Hack it to use/control satellite.
*** If satellite is not in same space sector, player must bounce signal by guiding it through
space sectors til it reaches its destination. Signal lost if it travels to a sector it has already passed through.
SUB SubSpace Node -- # of Node corresponds to a Mothership #. Hack to access Ship Security System.
*** If Ship Security System (a node maze w/ sentinels) is escaped, player can access
the Mothership's SubSpace Terminal.
INF Info Node -- One per player. Contains private player mail. Hackable w/ Pirate Comm Hackware.
LHX Locked HX Node -- Control nodes of Mecha. Hacked by Decryption. Player is shows a set of numbers,
and must hit a key when the appropriate numbers scroll by, action-combat style. Player must hit
all 3 numbers in proper sequence as they scroll by. A miss = failure. Numbers will scroll by
randomly 3 times. Player must hit all 3 numbers in proper order within those 3 tries.
OHX Open HX Node -- Control Nodes of mecha, having been unlocked.
STP StarPort Node -- Every planet has 1 Starport. Terminal can be accessed from this node.
FWL Firewall Node -- Must bypass it or be booted from DataCore and take 20-50 damage.
CRP Encrypted Data Node -- Must be hacked to Download. 90% Chance of random Program.

Cloaked Node -- Becomes another passable Node type when entered.
SNT Sentry Node -- Spawns a Sentinel when entered. Boots player from DataCore and does 1-500 dmg.
*** Anytime player is in same Node as a Sentinel, they take 1-500 dmg and CyberJack is broken,
unless player has a Hardware Firewall upgrade, in which case CyberJack survives..
JNC Junction Node -- Moves player to a random Open Node when entered.
!S! Sentinel -- Will wander around, leaving Locked Nodes where it passes. Moves when player moves.
If it catches player, CyberJack may be destroyed and/or lots of damage to player + laptop disconnect.
***NOTE: The DataCore Matrix display shows Nodes in a 7x7 radius, with player at center. Because of the
nature of sub-space data flow, the Matrix is randomly generated each time it is entered. Player is
placed at 100x100 on a 300x300 wrapping grid comprising the Matrix.
Control and SubSpace Nodes
are only present one per Base or Mothership (respectively). SatCom Nodes only exist if there are at
least one or more satellites in existence. Data Nodes and Encrypted Data Nodes are the only ways
to obtain new programs other than from CDs / Floppy Disks / Flash Drives.
Sentinels will wander randomly through the Matrix, and if player is caught hacking, the
sentinels will chase player until blocked by corrupt nodes or player logs out of DataCore.
Sentinels will attempt to lock empty nodes around them. They can pass any Nodes except for
Encrypted Data Nodes and Corrupt Nodes. Sentinels move when player moves to another node.
If a Sentinel is in a node when the node becomes Corrupt, the sentinel is destroyed.
Terminals are found outisde Bases, Motherships, Starports, Starbases, Missile Silos, and
Complexes. Terminals can be used with a Laptop to access special functions similar to control room.
Players can see inventory and roster of a place, list coordinates, space sector, etc., and access the
Control Room functions of the place. DataCore Hackware program is required to hack a terminal.
If accessed without hacking, will simply show the standard structure access menu, normally
used to enter passcode to enter a base, control room, etc. All terminals can be hacked.
Terminals don't show on map, they're part of the structure they're attached to. Hacking
requires a Laptop, DataCore Hackware program, a CyberJack, and a Terminal at current location.
Hacking cannot be done without being at a terminal, regardless of what I may have written elsewhere.
Since this is ONLY a list for the laptop stuff, there's some stuff that may not make sense. I'll post more about this game idea if anyone is interested. I'm calling the game Project Oasis for now.