Nash Equilibria and Matrices, Your targets are not stupid. |
Nash Equilibria and Matrices, Your targets are not stupid. |
Nov 8 2007, 08:24 PM
Post
#126
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i don't think i'm willing to accept the premise that ignoring a problem will make it go away, Dashifen. after all, not every group is going to want to, or even be able to, ignore it.
|
|
|
Nov 8 2007, 08:33 PM
Post
#127
|
|
ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Point, to be sure, mfb. That situation can come up. But I guess I'm just farther down the line of thought that you touch on, and don't see it as a problem of the system.
And also, I have to go with what Dash said here, and emphasize it fully, which is that I rarely ever come across a player that goes "Hey, I really want to play a hacker, because all of the hacking and computer stuff is really interesting to me." and then 10 minutes into the game complains because he isn't as badass at combat as the specced sammy. I just don't get that. If someone writes up a 100% hacker, there are a few things that I'm wondering: 1. Did you ask the GM if a 100% hacker would fit the game that you're playing in? 2. Do you really understand that the hacker isn't the same as a sammy when the bullets start flying? 3. Is a hacker really what you want to play? And again, even in the "a sam can kinda hack so what good is a hacker", that's the GMs job. The GM should probably say "hey, you might want to have at least one "normal" combat skill. The GM should make sure that sometimes there's a system or a task that only the uberhacker can accomplish. GM GM GM GM. And I'm far from perfect, just like everyone else here. I'm sure I don't do a great job of this at all times and it's not like nobody never has anything bad to say about my games. But this is theory and my perspective on how things should jive. And as an aside, after a couple of sessions, if you find out that the 100% hacker isn't really doing it for you or it doesn't work in the game that's being played, roll up something else. It's just a piece of paper. ;) |
|
|
Nov 8 2007, 08:36 PM
Post
#128
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
the thing is, you don't have to ask those questions for any other archtype. if you tell your GM "i want to play a mage" or "i want to play a street sam", he doesn't go "whoah, are you sure? i mean, those characters are kinda hard to fit into a game."
|
|
|
Nov 8 2007, 08:47 PM
Post
#129
|
|||
Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
No more useless than a 'pure' Face, a 'pure' Ganger, a 'pure' Bounty Hunter, or any other 'pure' archetype. Being a 'hacker' is about a skillset and equipment - no different than being a 'shooter' and no more or less difficult to take as either a primary, secondary, or tertiary field for any particular character. As for the idea of a 'pure' Hacker, I'd consider such character to be far more common (like NPC contact level common) than a Shadowrunning Hacker - you know, the one with the other skills needed to do what shadowrunners do... |
||
|
|||
Nov 8 2007, 08:49 PM
Post
#130
|
|||
Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
Depends on the game. I've seen one game where Street Sammy characters need not apply and another where the Face archetype was unwelcome. In a third, just about everyone was some form of Cover Ops Specialist, including one adept and one magician, and any of the more 'overt' archetypes - such as Combat Mage' would be out of place. |
||
|
|||
Nov 8 2007, 08:53 PM
Post
#131
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
yes, but a hacker with a few points in a combat skill doesn't completely replace a street sam, whereas a street sam with a few points in hacking skill can pretty much do without a dedicated hacker. that's the issue Gelare is bringing up.
and it really doesn't depend on the game. yes, there are some games where a street sam will be useless and a hacker will rule. but those are the exception, not the rule. the GM shouldn't have to make large changes to his game in order to include such a basic, staple archtype as the hacker. |
|
|
Nov 8 2007, 08:57 PM
Post
#132
|
|||
Great Dragon Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
It allows for street sams who don't carry guns and only have HtH weapons. It's an allowed choice, but it's DUMB. Hence I don't feel any remorse about the LoneStar swat team shooting him 65 times as he runs towards them. So hackers who can't do anything useful still get to do something. As long as you understand that providing comic relief is "something to do". |
||
|
|||
Nov 8 2007, 08:58 PM
Post
#133
|
|||
Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
That's a fault of the Matrix, not the hacking rules or characters using them. Even astral space is in the here and now. But if you have a character focused almost entirely around exploring the metaplanes, a GM in a typical game is going to have just as hard a time finding something useful for you in most games as he will a dedicated hacker. SR4 made huge strides towards improving that by making AR more akin to using astral perception and projection, but the brunt of hacking still revolves around VR and going off to do your own thing in your own little world in which the other characters aren't a part of. That's where the problem is. Melting peoples brains isn't going to fix that problem. It's not a solution for any of the actual problems hacker characters have. It's just a cheesy, goofy idea based around 'trodes and someone desperately wanting to validate that cheesy, goofy idea even if he has to muscle it into the game with a completely new set of rules alledgedly (but not really) revolving around the idea. And I still don't understand how brain hacking is defended against by having a firewall and commlink. If it melts your brains by transmitting directly to your brain, neither of those are going to do jackshit to help you since, you know, you're targeting the brain directly as opposed to hacking into a gadget. |
||
|
|||
Nov 8 2007, 09:16 PM
Post
#134
|
|||
Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
Who are you to say what is exception and what is rule? It certainly does depend on the game to determine what is and is not appropriate. It doens't take large changes for me to make any overtly combative character a real PITA to play and a detriment to the team, in fact, all I have to do is assume that the opposition is playing smart. We've a;ready heard the arguments that the game depends upon the 'duh factor' and the degree it is enforced is varied from game to game (if you're thick, that means it depends on the game). |
||
|
|||
Nov 8 2007, 09:21 PM
Post
#135
|
|||
Shooting Target Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
These are not transmissions to melt the brain, they are transmissions to make the brain/CNS perform functions that are not conducive to life or to prevent the brain/CNS from performing vital functions. It's possible that your commlink monitors your brain - since it's part of the network - and sends the necessary signals to counter/correct the hostile signals. The effectiveness of this protection is the Firewall. |
||
|
|||
Nov 8 2007, 09:23 PM
Post
#136
|
|||||||
ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
I disagree. I have run games in which <insert character type> might not fit in that well. If someone was dead set on playuing <insert character type>, I might restructure a tad so that they could, but I'd still suggest that they think about a secondary role of some kind.
But it's easy to work the hacker's superiority into the game. Much easier, in my experience, than working in a pure combat specialist with no other abilities. But that's me. I think too much combat for the sake of combat is boring, and I have a hard time keeping the type of player that only wants to shoot things entertained. (I'm set up for this difficulty in my current game, and I'm using it as a testbed for becoming better at catering to a combat character while not turning the game into a shoot-em-up.) And I disagree that you have to make major changes to the system to make hackers viable, but I've pretty much covered why already (although in which thread I'm unsure of at this point).
Have players in your games really been so quick to go VR for everything? |
||||||
|
|||||||
Nov 8 2007, 09:26 PM
Post
#137
|
|||
Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
In my experience, it's been about 50/50. The legwork hacking has been mostly VR while the on-the-run hacking is mostly AR until the shit hits the fan, then the hacker usually goes VR to try and run some damage control. I've also seen almost no AR cybercombat, but I think that's because everyone wants the extra passes for Hot SIM VR. |
||
|
|||
Nov 8 2007, 09:27 PM
Post
#138
|
|
Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
You misunderstood. I'm saying that's the reason why some GM's say that working a hacker in is difficult. Not because it actually is, but because extensive use of VR makes it so.
|
|
|
Nov 8 2007, 09:32 PM
Post
#139
|
|||
Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...just remember to do your neck exercises each morning :grinbig: |
||
|
|||
Nov 8 2007, 09:35 PM
Post
#140
|
|
Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
The only part of this that I have trouble with is the trodes working without being near the head.
Datajack, nanopaste trodes, conventional trodes: all fine. But being able to manipulate someone's mind electromagnetically from a distance gives me problems. First off, let me say what I'm NOT talking about. I'm not talking about frying a brain like an egg with radiant energy. Yes, standing next to a signal strength 12 transmitter should probably kill you pretty quickly. A fichetti pain inducer turned up to 11 could fry your brain, and I have no problem with that. Microwave guns are a completely separate issue, so as soon as we start raising signal strength enough that it's the energy which is frying the brain, it's a ray-gun, and a completely different issue. We're talking about frying their brain with the "brain-data" (call it whatever you like), such that the signal strength itself would not otherwise be dangerous (or else it's a ray gun) but the precise way that it is applied (becoming brain-data rather than just raw energy) causes the brain to do something very bad. We're also NOT talking about a single waveform propagating through space at non-dangerous power levels which, when it meets the metahuman brain, carries some kind of self-destruct signal. If this is the case, then a single transmission kills everyone on the planet simultaneously. (note: this is kind of what mfb has been talking about) So lets not go there. I'm just going to assume that sending a kill-signal to everyone in the world simultaneously shouldn't be possible. Moving on. We're ARE talking about an antenna array. At least when we're talking about trodes we are. Not necessarily so with datajacks, but I have no problem with people possibly being brainhacked through a datajack, so I'm just talking about trodes, near and (potentially, for the sake of this discussion) far. Why am I so sure that it's an antenna array? Well, it's obviously an antenna, since it's sending an receiving electromagnetic stuffs. It's listening to waves that come from the brain, and it's inducing neurons to fire in the brain by sending waves back at them. Check, it's an antenna. Why is it an array? Because it's not a single point. You wear trode nets, or nanopaste in a significant area around your head, NOT a single point. It can't be a single transmitter sending a single (arbitrarily complex) waveform, because that leads to the kill-everyone-on-the-planet problem. It's lots and lots of little transmitters, and if they know their own spacial relationship to each other they can do neat little tricks with interference (both constructive and destructive) and phase differences so that they can listen to and transmit to very specific areas in space. The precision of this array is based on two things. 1) wavelength, which we will go ahead and assume is arbitrarily small and precise without any negative effects. 2) number of elements in the array. See, a few transmitters can make a few hot spots or dead zones pretty much anywhere you want, but there are going to be side effects so you need to add more to cancel out the unwanted hot spots/dead zones, but you have to do that in a way that doesn't mess up your desired spots. In other words, the more complex you want your antennas potential pattern(s) to be, you need geometrically more transmitters. So to send/receive "brain-data" I'm figuring that you need A LOT. Easily millions and billions. But hey, no problem, they're molecularly small, individually use almost no power, and they're distributed across the trode net/paste. So this isn't a problem, it's simply a reasonable concession we have to make for this type of device to be remotely possible. No problem. Now you do have to know the spacial relationship between the transmitter and the neurons, but assuming arbitrary computing power (which we will) each element in the array could listen to each other and figure out where they all are, potentially in real-time. I can't begin to imagine how much processing power would be required to do this with a flexible array, but again, lets just assume we have it, because otherwise we have to scrap trodes altogether, and I don't want to do that just yet. If you know the arrangement of the array, and you know what type of waves a brain is supposed to be making, then the trode net can listen and deduce where the neurons lay in relation to it. So even a paste full of microscopic transmitters could be smeared on the head and with a moment of self-calibration, function as an antenna array attached to your head and send/receive waves carrying "brain data" to and from any particular part of the brain it wants. Geez this is long, I sure hope I have a point. So far my point is to explain, in very vague terms, how a 'trode net, if possible, MUST work. I'm staying vague because I want to remain in the realm of what physics says is possible and not get into the specifics of implementation. Now I want to think about differences between doing this with an array which is physically very near to, and surrounding, the head, vs doing this from an unspecified distance. I'll say "across the room", but what I really mean is greater than or equal to a meter or so and smaller than infinity. First: distance. I said smaller than infinity. The size and shape of an antenna array's beam pattern (and all possible patterns it can generate) depend very much on the physical arrangement of the elements in the array. Out at a distance of infinity, your fabulous array is really just a point source, albeit one capable of generating a very complex waveform; but still just a single waveform. (again reference kill-everyone-signal problem from earlier) So as you move your transmitter farther and farther away from the brain, it needs to be physically larger in order to do the same job. You could make a trode net 3m across which could affect someone sitting in the middle of it, except now what you're trying to affect is smaller relative to the arrangment of the array, thus you again need to add geometrically more elements. But that's okay, the thing is frickin' huge, we've got space, and we'll assume we've got power. Of course, as you move farther away you DO require more power and elements, and even if we're allowing that then you're VERY rapidly creating a device which can, if tuned slightly differently, just make a single hot spot in the middle of their brain and kill them with the energy rather than the "brain data", and that's a ray-gun, NOT a long-distance 'trode net. Second: near-field vs. far-field. Say you have an antenna array which is approximately 1 foot in diameter, and you're transmitting to something far away. By "far", I mean more than a few feet, and continue to assume short wavelength. Whether you're 5 feet away or 5 light-years, the shape of that array's beam pattern is the same. You're in the "far-field", and so other than signal strength falling off with the square of distance, the shape of the field doesn't change. But inside a few feet, or even inside the antenna array you're in the "near-field" and the shape of the beam varies dramatically with position/distance. It's a completely different pattern. So going from near-field to far-field is not simply a matter of turning up the juice, you need a completely different system for tuning your array. I'd be willing to concede that you could have such a system with your arbitrary processing power, so I'm not going to belabor this point, I just want to mention that you can't go from near to far simply by increasing the power. The real issue here is the rate at which the complexity of the array increases as you move the head out of the near-field and across the room. A trode net on your head is one thing. And I could even see a specially created very large trode net the size of a room which could affect anyone in the room, or maybe even a huge wall-sized dish that could affect someone within several meters of it but not actually surrounded (again, keep the signal strength small or it's a ray-gun). But those are huge macguffin sized plot devices. These are things that I can imagine at a shadowrun level of technology. But the way the complexity of this task ramps up with distance, the level of technology which can accomplish this same feat from across the room with handheld devices (without simply flash-boiling the person with the radiant energy) also has teleporters, replicators, brain-copying, and a warp-drive (if possible). Easily. I'm not saying that it's impossible (impossible as in physics does not allow it in this universe), I'm just saying that the across-the-room trode net is countless orders of magnitude more complex of a problem than the on-the-head trode net, and I would be far more comfortable just saying "it's magic" or "I don't care, I don't need realism in my game" than allowing the across-the-room trode net to work. A complete, perfect, fully self-aware simulation at a neuron-level of a recently scanned human brain in real-time is a trivial problem in comparison. I am sorry, but at my current level of understanding of the brain and of electromagnetics I cannot concede the across-the-room trodes at Shadowrun's technology level. I'd rather just say it's magic. In which case, technomancers can do it. ;) Now as soon as you add proximal trodes, or a datajack, or anything which can communicate with another device with more conventional point-to-point data transmission, my argument vanishes and brain-hacking is cool. But brain-hacking the naked brain from across the room I just can't swallow. My loss, perhaps. Now bring on the microwave ray-guns! I hope this was clear. If anyone's still reading, I'd be happy to clarify any bits of it. I'm aware that I made some approximations/assumptions so as to make this only an incredibly long post and not a 4-year course, but if you feel that I've approximated or omitted something important, I'd be happy to talk about it. |
|
|
Nov 8 2007, 09:38 PM
Post
#141
|
|||
ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Gotcha. |
||
|
|||
Nov 8 2007, 10:13 PM
Post
#142
|
|||||||
Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Bullshit. In previous editions it required one single Computer skill (possibly two with Electronics) and the deck from the first decker you kill, or just a purchased one if you prefer. If anything, SR4 has made the decker/hacker more of a unique 'class', having split the single Computer skill (and Electronics) into a multitude of smaller skills, making it tougher for any character not mainly dedicated to the task of Hacking to be competitive.
Do you really want to continue this? You started it, and I have responded in kind once. Are you willing to escalate things?
I never stated that 'stand alone hackers' do not, should not, or have never existed in the game! I claimed (or maybe just implied through lack of clarity) that if they did exist, they did so by choice, as they are all free to learn any and all non-magical skills (and even those in some cases) that any other character can learn. There are no 'class restrictions' that bar the hacker from being more than a hacker if they so chose to do so. As to whether they are, and always have been viable as player characters has long been up to debate. All I can say is that, by far the majority of decker/hacker' PCs and NPCs that I have seen over the four editions have had other skills or ways to contribute to the game besides fiddling with tech. |
||||||
|
|||||||
Nov 8 2007, 10:18 PM
Post
#143
|
|
Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
I've never seen a hacker or rigger not also be pretty capable with a gun. The only archetype I have every seen not be good at shooting things, has been a mage...
So, I'd agree with Fortune on this one, most characters that take a liking to hacking also have at least one other skill set that they use at least 50% of the time...in most games... |
|
|
Nov 8 2007, 10:23 PM
Post
#144
|
|
Target Group: Members Posts: 87 Joined: 11-September 07 From: Saeder-Krupp Rhine-Ruhr Regional HQ Member No.: 13,215 |
Superbly said, Moon-Hawk, bravo. That has been the major beef with Frank's theories that I think even the people not disinclined to use his rules have been having a hard time accepting. I certainly wouldn't have wanted to swallow that particular prerequisite, but I do think that with the "brain-hacking waves from outer space" issues removed, we got something workable here that is reconcilable with standard SR fluff.
|
|
|
Nov 8 2007, 10:31 PM
Post
#145
|
|||
Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Wow, someone actually read all that? :eek: Cool. I tried to edit it and shorten it down, but it all seemed important. Just trying to be thorough. I do agree though, that singular issue (and a few things stemming directly from it) are the only things about Frank's new rules that I don't like. For the above long-winded reasons. |
||
|
|||
Nov 8 2007, 10:32 PM
Post
#146
|
|
Moving Target Group: Members Posts: 232 Joined: 7-October 07 Member No.: 13,604 |
In arguments like this, we all make logical leaps. It's nice to see someone actually run through the logic of the argument for once, Moon-Hawk. Good job.
|
|
|
Nov 8 2007, 10:47 PM
Post
#147
|
|||
Target Group: Members Posts: 87 Joined: 11-September 07 From: Saeder-Krupp Rhine-Ruhr Regional HQ Member No.: 13,215 |
Yes, I did. Far too many people do the "skim and flame" these days, so I make a point of trying to move against that particular current of arguing on the internet. :D It helped that your point elucidated a specific part of my personal reservations re: brain hacking, that is, the distance part thereof. I've been arguing that it cannot be possible for reasons of bypassing ASIST altogether, which would make any sort of trode net or datajack unnecessary for interfacing with electronics (and hey look... is that a Technomancer I've just described? ;) ), but couldn't place my finger on the problem you so eloquently outlined. |
||
|
|||
Nov 8 2007, 10:57 PM
Post
#148
|
|
Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
Isn't the premise of the ruleset under discussion that connecting your brain to a commlink and firewall actually restructures the way your brain operates and runs in your brain
Give that, which is a fundamental assumption of the rules as layed it, why are people making the stupid statement that they cannot see how the firewall proggie protects you from things trying to attack your brain! The firewall actually runs IN YOUR BRAIN and prevents other people trying to run programs IN YOUR BRAIN that cause you to have a seizure! |
|
|
Nov 8 2007, 11:01 PM
Post
#149
|
|||||
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
it's not me saying what the exceptions and rules are. it's the setting. in the SR setting, dedicated hackers are, and always have been, important members of shadowrunner teams. not every team, sure, but a big chunk of them. if the rules have made it so that dedicated hackers are no longer important or even all that suited to shadowrunning, that clashes with the established setting.
i don't play SR4 enough to know if hackers need to be fixed or not. i'm just trying to help Gelare get his point across, because it seems like a lot of people who have responded to his posts have misinterpreted them. |
||||
|
|||||
Nov 8 2007, 11:33 PM
Post
#150
|
|||||
Moving Target Group: Members Posts: 101 Joined: 29-October 05 Member No.: 7,908 |
That's called a microwave gun. No BrainData involved. And all the firewalls in the world won't stop that. That requires an insulator. Really, people, what is so hard to understand? I have yet to see a single instance in the Core Books, or any novel, that suggests that computers can read billions of nerves, and trillions of nerve connections without close physical contact. DNIs make that happen. Trodes make it happen, even though some people don't buy the idea of trodes. But people let trodes slide because they are cool. But brain reading wands? And handwaving agents into non-existance just to make this brain hacking plausible? Come on. This post has been edited by Red: Nov 8 2007, 11:46 PM |
||||
|
|||||
Lo-Fi Version | Time is now: 4th December 2024 - 03:33 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.