No, this thread is rather specifically about the timers (absolute timer and reconfig timer) in the hacking minigame and whether or not it is "too fast". The timer speed (count) is influenced negatively by AP and positively by equipment mods (integrated circuits etc) and skills. I had noticed that during normal gameplay the timers sometimes were *really* low, approaching worst-case impossibility (worst case being the codes being diametrically opposite the starting corners of the target boxes), which I think is rather silly for such a minigame - it essentially reduces it to a luck-based activity. Anyway, I decided to test the sensitivity of the hacking minigame by messing around with the AP counts. That's when I found out that there wasn't any limitation to the impact of AP on these timers. The hacking minigame is the only minigame which doesn't have constrained difficulty variables. This, to me, suggests lazy coding - or it could be that some coder just forgot to define the limits, and it slipped through QA. Either way, it *is* a mistake - but what's done is done, and what I am trying to do is to figure out a way of compensating for it. I haven't made any complaints (except for the complaint about unhelpfulness), I have made observations and one accusation (which I stand by).
Anyway, if anyone finds any variables that influence the minigames - specifically the timers, but anything else would be helpful as well - please say so in here.