We know that in game security systems are in development, including locked doors, turrets, and probably elevators. What if these systems could be not just physically overtaken, but also taken control of by invaders, and rewired? Since I'm partial to cyberpunk stuff a la shadowrun\neuromancer, I think a system where the hacker or hackers , are always somehow in physical danger (besides being physically blasted\stabbed by defenders) from the takeover attempt might be fun. A specialized device (datajack\deck.. hehe) is used to gain access the defender's wiring system, and then a battle ensues between the attacker and defender in cyber-type space. The winner gains control. This could be represented by a mini game battle between the opposing forces, and the odds could be tipped in favor of the respective computing power, or man power each has access to.
Have you ever heard of /played E.Y.E. divine cybermancy? You'll probably enjoy it, as you can hack anything you want. You may not succeed though. Buuuut. I don't like the idea of that sort of thing here in this. It would make things overly complicated. Also unless there's a max range, this would be absurdly broken. Build a room somewhere inaccessable or unexpected and go nuts.
I thought that said E.V.E. (not E.Y.E) and for a moment I was like, YEAH I PLAYED THAT ONCE, but.. anyway I think you're right in the sense that it may not be suitable if its implementation is overly complicated. There would be a max range. Generally, you have to be physically near an access point (Such as a locked door) to do anything, with two hands on your hacking tool. The mini-game COULD be as simple as a pong game (though I hope not as lame) between players with only a round or two to determine who gets control or who gets locked out. I think there are many creative, simple ways to represent the contest. I'd also point out that not all defense systems in a base are going to be wired to the same computer consoles, so it may take several cyber attacks to disable\control defenses. Potentially, I think such a system is useful for defenders as well, because they could defend master control consoles at two different locations in the base. Even if half the base has been physically overtaken or compromised, attackers could be locked out of using the console by a defending person in another part of the base until the console is successfully 'hacked'. Now that I get into it.. this could get a little complicated, but maybe in a good way?
None of them would be any good. While you're playing pong (lol) someone can just come up to you and murder you. Either have no time limit and make it turn based, or have a time limit and something very, very demanding on screen. Either one would make it too much of a hassle.
I have to agree with Braethias here. Those things work in a lot of single player games because you don't need to play against someone. But in multiplayer I don't want to set up an electronic device and then have to guard against hacking a lot of the time. Besides, what happens if I am at a different planet? Basically, I see this hacking stuff as already coming through rewiring. You see someone set up a base loaded with sentries and electronic locks and when he is gone you infiltrate it, rewire the system, and turn it against him. Much more of a breaking and entering, sabotage type thing. But building off of that, there could be more traps you can set up based on wiring like explosive charges that are hard to see or floors that retract into the wall when a switch is pulled.
Getting murdered, and being "hassled" while attempting to break in is one of the risks you have to weigh before you decide make your attempt. It's supposed to be an exciting element of danger. Should it not be "demanding" to use crazy cyber gear to force your way into control (complete or partial) of an enemy system? Do you have enough time to make the attempt before the any guards get to you; will you screw up and need more time than you have? Should you use another method to get around the defenses, or just go in guns blazing? Different base layouts or situations might be more or less susceptible to this form of infiltration. Whatever a base's layout may be, 'hacking' involved or not, if you're not around to defend that base, it's likely whoever finds it and wants to mess with it, will be physically able do so, including rewiring it or destroying the defenses. Contested hacking seems like a very PVP\multiplayer centric idea, but defending against the hack wouldn't necessarily require a contest between two Player characters. I think the majority of the time it would be a contest between your character and a computer player as the default defender. In this way it could also be used against NPC dungeons\forts\bases\ships etc. that already occur in the game and could add depth to how you decide to assault them. ALL THIS SAID. Badprenup is right about 'hacking' coming through the rewiring system already (sorta of). It's likely screwing with that nice system is not a high development priority. I admit there are probably too many fine details to hash out in regards to making this idea really come through in Starbound.
I'm so tired of arguing today but I'll give it one last attempt. Your idea is fantastic, so don't take my criticism wrong. The base game should not include anything in the likes of this, firstly, as if somebody is password locking something or has a security system in their house, it is most likely because they DON'T want people in, and therefor they are trying to scare griefers away. So I'll say what I've said to a ton of people by now: Make a mod, or hope someone does (Haven't said the hope someone does to any of the others though) It is a GREAT idea, but part of the main game, it should be a big no go. Also (Which shouldn't be an argument against a suggestion, but I am going to now) it would be very tedious for the dev team to make another mini game that has to be balanced into the game. Make a Mod yourself and you will see what I mean.