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> SR3 to SR4 Matrix Host Conversion, A *VERY* simple method.
mdynna
post Apr 5 2006, 05:58 PM
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I came up with this very simple conversion method. It is based on the SR3 method of classifying a host with a colour and difficulty level.

First, use the colour to create the base level of all stats:
Blue = 2
Green = 3
Orange = 4
Red = 5

Then, use the difficulty as a modifier to those stats:
Easy = -1
Average = 0
Hard = +1

If you actually have the full Security Sheaf, then the following quick math will do:
System = Rating x 0.66 (The actual System rating, list with the colour eg. Red-8 )
Response = Rating x 0.66
Firewall = Access x 0.5
Signal = Slave x 0.5 (for whatever Signal is worth for a "host")

This is, of course, very rough math, adjust it as you feel appropriate.

As for the security response... (shrug) the ones from SR3 are so much longer (who actually hung around to Step 47 anyway?), I would just say pick one or two of the IC's that seem appropriate for the system, set their rating = to host's System.
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Moon-Hawk
post Apr 5 2006, 06:05 PM
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I like it.
Nice guidelines to get a solid starting point. (and maybe even an ending point, if things look good)
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neko128
post Apr 5 2006, 06:16 PM
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This is, indeed, a good solid start. Personally, though, I'd shift the ratings by one - blue = 3, green = 4, orange = 5, red = 6.
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GrinderTheTroll
post Apr 5 2006, 06:51 PM
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Good to have something to build on, thanks!

My only comment would be that networks and computing in SR4 are more distributed than the Host/Server setup. Having a "host" in SR4 doesn't mean much unless you are going to classify a whole network as the host. The extra math isn't really required unless you have something special beyond just assigning one rating for the whole object.

Also, given the low cost of hardware/software in SR4, i'd imagine even even older Blue/Green hosts of SR3 could now in SR4 field some nastiness on-par with the Orange/Red hosts of SR3 without breaking the bank.
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mdynna
post Apr 5 2006, 07:33 PM
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QUOTE (neko128)
This is, indeed, a good solid start. Personally, though, I'd shift the ratings by one - blue = 3, green = 4, orange = 5, red = 6.

I actually thought of that, but I wanted to steer clear of "regularily" having host with a rating of 6+. There were a lot of hosts in SR3 classified as "Red-Hard". Up them to Rating 7 at your own discretion.
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mdynna
post Apr 5 2006, 07:36 PM
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QUOTE (GrinderTheTroll)
My only comment would be that networks and computing in SR4 are more distributed than the Host/Server setup. Having a "host" in SR4 doesn't mean much unless you are going to classify a whole network as the host.

This depends on how much "node-hopping" you want to have happen in your SR4 games. Personally, I want to avoid the old SR1-2 style of "node maze" as much as possible. Even under SR3 they often talked about a system having a Green-Average "public" host with a hidden SAN to their Red-Average "juicy" host. Many people will probably disagree with me, but I think you can (generally) convert SR3 "hosts" to SR4 "nodes" on a 1-for-1 basis.
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Brahm
post Apr 6 2006, 04:12 PM
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QUOTE (mdynna)
QUOTE (GrinderTheTroll @ Apr 5 2006, 01:51 PM)
My only comment would be that networks and computing in SR4 are more distributed than the Host/Server setup.  Having a "host" in SR4 doesn't mean much unless you are going to classify a whole network as the host.

This depends on how much "node-hopping" you want to have happen in your SR4 games. Personally, I want to avoid the old SR1-2 style of "node maze" as much as possible. Even under SR3 they often talked about a system having a Green-Average "public" host with a hidden SAN to their Red-Average "juicy" host. Many people will probably disagree with me, but I think you can (generally) convert SR3 "hosts" to SR4 "nodes" on a 1-for-1 basis.

Hoping through virtual nodes, whether they are really different hardware or not, is about the only way you'll add the scale that makes a large system harder to break into than the Dick Tracy Watch strapped to someone's wrist.

It doesn't have to be a maze. It doesn't even have to make extensive use of hidden trapdoors. But the idea of having to break through progressively tougher onion layers of security, from easily accessable public interface through to the core, is what is going to give sense of depth to a node. Otherwise it is going to feel like just another commlink.


Thoughts off the top of my head

Blue = 4
Green = 5
Orange = 6
Red = 7
Ultraviolet = 8+

Easy = below max IC
Average = Orange and up you come through a lower colored first, and always remain vulnerable to their IC patrols even when you have moved on in.
Hard = Double IC, the second IC running independant of the virtual Response limit. For Green up you come through one or more lower colored first
Legendary (aka Cluster-hump) = Multiples of the same color clustered.
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mdynna
post Apr 6 2006, 07:53 PM
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Sure, I suppose it all depends on how much time you have to devote to the Hacking aspect of the game. Any systems that play a major role in my adventures have a layered architecture, but usually no more than 2 layers before the "real" host.

Maybe my PC's still have a sour taste from previous editions' "Decking", because they very much have a "Hack it and get it over with" attitude.
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GrinderTheTroll
post Apr 6 2006, 07:55 PM
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QUOTE (mdynna)
Sure, I suppose it all depends on how much time you have to devote to the Hacking aspect of the game. Any systems that play a major role in my adventures have a layered architecture, but usually no more than 2 layers before the "real" host.

Maybe my PC's still have a sour taste from previous editions' "Decking", because they very much have a "Hack it and get it over with" attitude.

Ugh, no joke. I liked decking in prior versions, but the time-sink it would take bogged down play enough that it scared everyone away.
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Butterblume
post Apr 6 2006, 08:08 PM
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QUOTE (mdynna)

Blue    = 2
Green  = 3
Orange = 4
Red      = 5

I think i will make orange 4-5 and red 6.

I think this ist to most sensible approach, given the values in the book. If i need UV hosts, I'll make them harder than 6, but until then i am content ;)

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sandchigger
post Apr 7 2006, 03:39 PM
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QUOTE (GrinderTheTroll)
QUOTE (mdynna @ Apr 6 2006, 12:53 PM)
Sure, I suppose it all depends on how much time you have to devote to the Hacking aspect of the game.  Any systems that play a major role in my adventures have a layered architecture, but usually no more than 2 layers before the "real" host.

Maybe my PC's still have a sour taste from previous editions' "Decking", because they very much have a "Hack it and get it over with" attitude.

Ugh, no joke. I liked decking in prior versions, but the time-sink it would take bogged down play enough that it scared everyone away.

Yeah, one of my previous GMs wouldn't let anyone play a Decker because it was such a timesink, he just said "yanno what? I'll have an NPC do it."
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hobgoblin
post Apr 7 2006, 03:47 PM
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these days, unless its specific data that can only be found deep in a node somewhere inside a corp compound, give it a data search treshold...
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