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> Possible "fix" for SR encryption., maybe
Moon-Hawk
post Dec 13 2006, 03:09 PM
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QUOTE (OneTrikPony)
Moon-Hawk
QUOTE
An extended test with a variable interval. The first test takes 1 action. The second roll takes 1 turn. The third roll 1 minute. The fourth roll takes 1 hour. The fifth takes 1 day. And so on.


Why did you tie the intereval to the number of tests as opposed to the encryption rating, for example?

[edit] also I was going to ask; If they prove the twin prime conjecture won't that make busting encryption something like twice as fast in RL?

OOh, lots of good stuff here, but to answer the question that was pointed directly at me:

I did it this way so that a good decker rolling well can still get through decent encryption very, very quickly (just like now), and in fact any encryption can be broken in one action with sufficiently good rolls. If you were to make the interval, say 1 hour for rating 6 encryption, then anyone with rating 6 encryption knows that they are 100% immune to hacking, at least for an hour. And that's no fun.

I was looking for a way for good hackers vs weak encryption to obliterate it just like now, because that's consistent with the feel of SR encryption, realism be damned. Comparable levels of hacker vs. encryption will take in the 1 minute to 1 hour range, so it's more than just a stupid extra roll, but it is still very surmountable, but a weak hacker against strong encryption just takes too damn long, so there's a real point in using it, without making it too strong that it breaks the game.

Plus, I was trying to come up with something that doesn't involve the GM saying "this is secret GM double-good encryption, so the interval is I-win", it's just rating 6, and you can beat it in one action if the dice gods love you.

But as I admitted in my first post, the intervals probably need some tweaking.
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kzt
post Dec 13 2006, 03:44 PM
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QUOTE (OneTrikPony)
[edit] also I was going to ask; If they prove the twin prime conjecture won't that make busting encryption something like twice as fast in RL?

If quantum computers actually work in a useful way (2 bits isn't useful) you destroy some forms of public key systems, as they become trivial. Symetric key systems don't become twice as fast, they cut the keyspace in half. So a 256 bit key effectively becomes a 128 bit key. Which changes the mean time for solution from after the heat death of the universe to only a few million years if you are using a huge amount of super optimized hardware.
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Blog
post Dec 14 2006, 04:01 PM
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My GM is using the following changes.

Limit of Electronic Warefare in rolls
Threshold of Rating x3 (potentially x2+3 but i think we are sticking with 3)
Some time increase that I dont remember

Its making it harder but not impossible. I'm playing a technomancer and threading gives me a large advantage on this already.
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Faradon
post Dec 14 2006, 04:29 PM
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I like a lot of the thoughts in this thread...

I really like the OPs idea of the increased time per attempt... what this represents in my mind is that if they are using common / easy to break crypto (like WEP) and you've got the software / exploits to break it... poof, broken. (a good roll vs a weak encryption during combat)

Then, if they have slightly better encryption, perhaps you get it that next go-around (or just get lucky vs slightly better / unlucky vs the crappy stuff).

And it scales up from there...

This solves the problems with that stupid encryption from on the run where players aren't allowed to break the 2nd level of the encryption... and puts a reason why.

You could combine the levels together (adding difficulty to the 2nd layer from the first) and they will either hit their max amount of attempts due to their skill cap or give up due to the time involved at 1 day per attempt at that point.... either way it keeps the plot moving without having to "cheat" as a GM.

Even at the day per check though, it does show that eventually all encryption can be broken (which is very true)... you just have to put in the time / resources.
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Moon-Hawk
post Dec 14 2006, 04:41 PM
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Basically, however you set the intervals, with all ratings/skills equal you can expect the encryption to be broken on the 3rd roll, and broken on or before the 4th roll ~80% of the time. This is true for response/decrypt/encrypt of 1, or response/decrypt/encrypt of 7, and anything in between, as long as they're evenly matched.
I placed my 3rd roll at 1 minute and my 4th at 1 hour, but adjust these however you need to so that encryption is as breakable as you want it to be, and mismatched levels of hacker vs. encryption will make it trivial or secure, as you wish. I thought 1 minute to 1 hour was pretty good for what I perceive the feel of SR encryption was supposed to be, but YMMV.
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Blade
post Dec 14 2006, 04:49 PM
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If you want to be more precise, you can use different values/rules for :

- encrpyted files
- encrypted secure communication (between two devices that are configured to exchange encrypted data (with keys exchanged before the communication), for example between your commlink and your bank)
- encrypted standard communication
- encrypted nodes

Why bother with this ? Because sometimes it's more thrilling if you have to wait some minutes/hours/days before decrypting a message (and you don't have to decrypt it on the fly), because a hacker should be able to hack an encrypted message from someone to one of his friends without too much trouble but shouldn't be able to decrypt secure payment data that easily.

It might not be easy to find a streamlined way to do this, but I'll think about it.
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Moon-Hawk
post Dec 14 2006, 04:53 PM
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True. Also, you could use the above system (possibly with an adjusted scale) and just give constant threshold modifiers based on the type of thing encrypted.
i.e. Standard encrypted communication -1 Threshold
Files +1 Threshold
Nodes +2 Threshold
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Blade
post Dec 14 2006, 05:00 PM
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Yes, except that I'll give lower modifier for nodes, as node decryption should slow down the hacker. If it takes 3 days to break it, you can forget about hacking nodes on the fly (and that's no fun :( )

You could also have modifiers based on the available data :
i.e. (values are arbitrary)
* you know some elements encrypted in the files : up to +4 (depends on the amount of data you know)
* multiple files/data stream encrypted with the same encryption : +1 per file/stream
* especially short file/stream : -4
and so on...
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Moon-Hawk
post Dec 14 2006, 05:01 PM
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Sure.
Yeah, good point about node decryption. I was just pulling numbers out of my arse without thinking about them.
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Serbitar
post Dec 19 2006, 11:18 AM
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So, here is a calculation for SGM 1.0

Axioms:
- threshold for breaking encryption is 4 x rating
- logic + electronic warfare limited by decrypt is used
- hits beyond decryption are halved (round up)
- limit of skill +1 rolls for extended tests

We have the:
- (A) corporate joe hacker: Logic 4(5), electronic warfare 3, decrypt 6, cold VR: 8 dice (2.66 hits)
- (B) standard runner hacker Logic 5(7), electronic warfare 4, decrypt 6, hot VR: 13 dice (4.33 hits)
- © 1337 h4Xx0r Logic 6(9), electronic warfare 6, decrypt 6, hot VR: 17 dice (5.66 hits, 5.33 hits due to cap effects, estimated)

in addition we have the implant X, which gives you 1 extra hit per test which is not capped.

Aims:
- decrypting should be not impossible, but sometimes (when not using edge for example) fail
- decrypting traffic should take much less time than decrypting static data


acceptable times for decrypting traffic: 1-5 minutes
acceptable times for decrypting static traffic: 1-5 days

proposed intervalls (number of intervalls till next):

pass (4)
turn (5)
15 seconds (4)
minute (10)
10 minutes (6)
hour (6)
6 hours (4)
day (7)
week (4)
month (12)
year

traffic starts at "pass" - 4 tries before unacceptability
static starts at "minute" - 5 tries before unacceptability


Rating 3 encryption averages(threshold 12):

A - traffic: fails (not enough rolls) 60% of the time
B - traffic: 15 seconds
C - traffic: 3 seconds

A - static: fails (not enough rolls) 60% of the time
B - static: 1 hour
C - static: 10 minutes


Rating 5 encryption averages(threshold 20):

A - traffic: fails (not enough rolls) 99%% of the time
B - traffic: 10 minutes
C - traffic: 1 minute

A - static: fails (not enough rolls) 99%
B - static: 1 day
C - static: 6 hours


Rating 6 encryption averages (threshold 24):

A - traffic: fails (not enough rolls) 100%
B - traffic: fails (not enough rolls) 55% of the time
C - traffic: 1 minute (45% 10 minutes)

A - static: fails (not enough rolls)
B - static: fails (not enough rolls) 55% of the time
C - static: 6 hours (45% 1 day)


With implant X:

Rating 5 encryption averages (threshold 20):

A - traffic: fails (not enough rolls) 80%% of the time
B - traffic: 1 minute
C - traffic: 15 seconds

A - static: fails (not enough rolls) 80%
B - static: 6 hours
C - static: 1 hour


Rating 6 encryption averages (threshold 24):

A - traffic: fails (not enough rolls) 99% of the time
B - traffic: 1 minute (45% 10 minutes)
C - traffic: 1 minute

A - static: fails (not enough rolls) 99% of the time
B - static: 6 hours (45% 1 day)
C - static: 6 hours


Comments, Ideas?
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Blade
post Dec 19 2006, 12:20 PM
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How do you consider node encryption ? I guess it's traffic (hacking on the fly wouldn't be possible otherwise).

I think that it's a bit to hard to decrypt. Corporate Joe Hacker should be able to decrypt average encryption (rating 3) more easily and should be able to break rating 5 encryption (even if it's harder)... Someone with 8 dices is quite skilled. Maybe encryption rating * 3 threshold would be better.

I'd also consider adding threshold modifiers as I proposed in this topic.

Apart from that, I like it.
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Serbitar
post Dec 19 2006, 12:46 PM
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in my SGM I rule: Nodes can not be encrypted, only data can be encrypted.

Furthermore: if you let Joe Corporatehacker hack Rating 5, then we are back to RAW where everything is easily hackable.
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Blade
post Dec 19 2006, 12:54 PM
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Too bad, I like the idea of encryptable nodes that slow down the hacker.

I just want to let Joe Corporate Hacker have a chance at hacking rating 5 encryption (even if it's just 25%)... But that could be done, if Joe goes for HotSim and if you add some of the modifiers I talked about...
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Serbitar
post Dec 20 2006, 12:43 AM
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I dont think that hacking is too fast. Its more the opposite.
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