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> Continues matrix icon repair.
Edward
post May 17 2006, 10:34 AM
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Hear is a metagame reason why repairing should pass on everywhere damage dose.

SR 4 is supposed to be simple.

If healing dose not affect your icon in all locations then you will need to have separate damage tracks for each icon. But damage dose apply to all so when you take damage you need to apply it to your icon in all locations. Considering you have up to 12 locations this is going to get annoying.

There are also problems such as what happens when your icon is crashed in one of its locations (and probably not the one your fighting in)

Edward
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Moon-Hawk
post May 17 2006, 02:30 PM
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This is slightly off-topic, and I don't mean to derail, but it could be relevant.
Speaking of personas and their multiple instances, it occurs to me that these multiple instances could possibly be in the same node. Damage is still shared by all, and you can only control one at a time while the others hang idle (or working on some ongoing task like a massive download). So it occurs to me that this is possible, but I can't really think of a single reason to. Can anyone?
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Aaron
post May 17 2006, 02:48 PM
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QUOTE (Moon-Hawk)
Speaking of personas and their multiple instances, it occurs to me that these multiple instances could possibly be in the same node. [...] So it occurs to me that this is possible, but I can't really think of a single reason to. Can anyone?

Style over substance, omae. Style over substance.
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Shrike30
post May 17 2006, 07:49 PM
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QUOTE (Edward)
If healing dose not affect your icon in all locations then you will need to have separate damage tracks for each icon. But damage dose apply to all so when you take damage you need to apply it to your icon in all locations. Considering you have up to 12 locations this is going to get annoying.

Actually, that's the most solid arguement I've seen in this topic. While having your medic sitting in another node is a little bizarre (and possibly munchy, but that's really a relative term), the sheer scale of the bizareness and GM-decision-making that arises the moment you decide it does not work that way vastly outdoes the initial oddity. I'm going to let my players (and NPCs) do this.
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Big D
post May 17 2006, 08:17 PM
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Heck yeah, it's munchy... but I can't see a reason it's not legal.

Hmmm. Could you essentially do the same thing for a TM by strapping on a medkit and leaving it on auto while you deck?

On second thought, a medkit on auto would have a hard time doing anything for a TM, so maybe that won't help.
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James McMurray
post May 17 2006, 09:15 PM
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Simple does not equal good. It's simple to take away opposed tests for firearms and just deal the gun's damage. It's simple to get rid of damage tracks sltogether and just have the GM ecide when you fall over.

Big D: The reason you can't do it is because the rules don't work that way.

It's a good house rule though, for people that want their cybercombats to last forever. Remember, and opposing security hackers will be doing the exact same thing, so unless you an drop someone completely in one attack you'll never be able to fully drop them because fo the various agents with delayed actions ready to fix your icon as soon as you drop.

As it stands now your hacker or security hacker has about 10 damage boxes you have to go through in order to drop them. If each one has 3 agents rolling 9 die each then they are healing on average 9 points of damage each combat phase. I personally wouldn't want to run a 2 hour long cyber combat, although it would never really last that long because you'll have multiple security hackers on the PC hacker. If they're smart they'll track you to your other nodes and go there to attack so you don't even get defense rolls there. Meanwhile the PC hacker is stuck at one action per phase and unable to drop any of the opposition.

On second thought, the Evil GM in me wants it to work this way. :evil: (not really, I still wouldn't allow it because of how long and dice-rolley it makes the combats)
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Butterblume
post May 17 2006, 09:25 PM
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QUOTE (James McMurray)
If each one has 3 agents rolling 9 die each then they are healing on average 9 points of damage each combat phase.

Like I mentioned before, Repair Icon is an extended Test with 1 Combat Turn base time.

I would also rule that only one Repair Icon action can be taken on one icon at the same time. I am not sure if i should allow teamwork tests for Agents.
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James McMurray
post May 17 2006, 10:17 PM
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Ah, then the guy just needs to go full defense while they get healed. After all, he doesn't have to stop you, just keep you occupied while more and more reinforcements arrive. It'll still make combat take longer if you allow multiple heals at one time.
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Shrike30
post May 17 2006, 11:07 PM
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I think that's the kind of situation that would count as an assist, if you allowed them for Agents.
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