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Moving Target ![]() ![]() Group: Members Posts: 584 Joined: 15-April 06 From: Pittsburgh Member No.: 8,466 ![]() |
I realize there are probably a dozen topics answering my questions to different degrees, and I have found many, but I have found it problematic parsing the information down into something useful. In this instance I am not looking for a whole new system, but more likely assorted house rules to rectify the following problems.
1) The speed of hacking leaves me wondering why anyone even bothers to encrypt anything, unless it is just to prevent casual users from access. 2) The quality of encryption leaves me wondering how financial transactions are conducted securely? 3) The existence of hackastack or agent smith makes me ask the question of how do you defend against the Mongol horde? 4) How do you maintain control of vehicles or drones with the above issues? Most of my players avoid players avoid playing hackers like the plague so I get to use a lot of handwaving, however one really likes having his drone army. Some solutions I came up with were as follows: 1) I have made breaking encryption an all or nothing roll, not extended. Break the threshold and succeed, don't and fail, get detected, prepare to be booted. 2) Agents must buy hits, they never roll. Get a secure enough system and it does not matter how many attacks roll in. In other words if its a hacker he has a shot. 3) Also looking at Electronic Warfare as a major way of cutting down on hacking, and for denying others use of their wireless networks. So what house rules have people come up with for dealing with these issues, and better yet how do you use Electronic Warfare in your games. Thanks. |
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