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> Decking, the SR3R way
Platinum
post Mar 24 2007, 02:41 AM
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QUOTE (Eyeless Blond)
QUOTE (Link)
Tunneling, I gather, is a real world trick. Do you intend to implement it in SR?

Okay, I sense that people are having a hard time figuring out what I mean by
CODE
                                                       
          [RTG]                                      
         /     \                                      
   [LTG1]    [LRG2]                              
     |             |                                
     |             |                                
     |             |                                
     v             v                                
    [D]         [Host1]<-->[Host2]<-->[Host3]        
                              ^                      
                              |                      
                              v                      
                           [Host4]                  


Are these hosts all within the same corporation? if so then the tally carries across... if they aren't then they would not carry across ... here is why..
once you are in a network, you would relog back onto the LTG as a user from that host that you just infultrated. when you log into host2 ... it appears that you came from host1 but you accessed them from the LTG2.

CODE

          [RTG]
         /     \
   [LTG1]    [LTG2]
     |             |
     |             |
     |             |
     v             v
    [D]         [Host1]<-[LTG2]->[Host2]<-[LTG2]->[Host3]        



in Example 2 the tally would carry across because you are in a subsystem.
CODE

          [RTG]
         /     \
   [LTG1]    [LTG2]
     |            |
     |            |
     |            |
     v            v
    [D]        [Host1]<-->[Sub Host2]

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Platinum
post Mar 24 2007, 02:51 AM
Post #252


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Eyeless why is there a random security tally for just logging on to an LTG or RTG? That doesn't seem to make any sense to me. People only get suspicious when you start running commands... not just logging in.

In your example how does host2 know what host1's tally is or vice versa?

In order to tunnel out from a host to another you need to either find a back door out to the matrix or have executed a shell command on the server.
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Eyeless Blond
post Mar 24 2007, 04:58 AM
Post #253


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QUOTE (Kagetenshi)
A VCR does add directly to your control pool. An RCD is an optional addon for rigging.

Exactly. Headware makes perfect sense adding to pools. Thus why Math SPUs and Encephalons add directly to pools. Why should an external deck add to hacking pool, when external decks (RCDs) don't add to Control Pool?
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Eyeless Blond
post Mar 24 2007, 05:38 AM
Post #254


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QUOTE (Platinum)
Are these hosts all within the same corporation?  if so then the tally carries across...

Yes they are. That wasn't clear from the diagram, and the paragraph(s) below explaining it?
QUOTE (Platinum)
In your example how does host2 know what host1's tally is or vice versa?

In order to tunnel out from a host to another you need to either find a back door out to the matrix or have executed a shell command on the server.

...okay, clearly I did not explain the diagram well enough.

The stuff on the right of the diagram--the entire network connected to LTG2--is a corporate intranet--a PLTG, in other words--organized in the heirarchy shown with the arrows. The lines indicate what one host/grid is connected to. Host1, for instance, connects to LTG2 and Host2 ONLY; it doesn't directly connect to, say, Host3 or Host4. Thus, in that particular corporate network, only Host1--the firewall--is directly connected to the LTG; everything else has to go through the firewall to get there. It's a pretty basic setup; I guess I didn't explain it that well.

QUOTE (Platinum)
Eyeless why is there a random security tally for just logging on to an LTG or RTG?  That doesn't seem to make any sense to me.  People only get suspicious when you start running commands... not just logging in.

That's the wrong way of thinking about it. We decided to change this rule to make things less nonsensical, remember? Tally isn't held by a particular user. If you think about it that doesn't really make a whole lot of sense, does it; if you know *which* particular user is messing with the system--the *only* way Tally can come about in the old system--then the moment anyone picks up a single point of tally he should get firebombed to death, instantly. Sure, there's the idea that Masking and Evastion hide what connection you're using, but then how can the system so reliably tag your particular connection with a Tally attribute, but not with the "He's got Tally>0; kill him with fire!" attribute? It just doesn't make a whole lot of sense.

In the new ruleset, tally is a host-wide attribute, describing essentially the "defcon" status of that particular host. The thing is, Tally is a very nebulous thing for a host; it's not really tied to a connection, or a person, or even specific actions, but more like a general state of unease felt by the system itself. Because random bugs and glitches happen all the time, even the most infrequently-accessed server will have a few bits out of place here and there, and thus a small amount of security tally just sitting around, before you even go there, just because these are the times in which we live. Hosts have security tally all the time because they're twitchy little bastards; they have been ever since the first Crash.

Essentially, it comes down to: the host doesn't have tally just because you logged on; it has Tally because you're not the only user who was online today, and the host does other things in addition to catering to your every illegal whim.
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post Mar 24 2007, 12:33 PM
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Considering the subject, your tunnelling explanation was pretty clear (firewall meant a chokepoint and intranet a host-host array to coin the SR vernacular, yes?) After I read it I wondered why introduce a new mechanic that's essentially governed by host logons and access ratings, so I went back and read your earlier posts.
QUOTE
I also like the idea of a new Monitored Operation: Masking Tunneled Connection. Essentially you'd have to spend a Simple Action every Combat Turn to maintain each connection you have tunneled through a firewall/host, unless you want to lose the Masking on your connection. Another reason to get an Encephalon, and to try to bypass the [system of] firewall[s] altogether. smile.gif

Now the reason for the encephalon was its cognitive multitasking right? Does your comment regarding bypassing firewalls refer to logging in onsite to avoid the firewall/chokepoint?
If so, do the aforementioned host logons and access ratings along with chokepoints already represent the aim of tunnelling?

So many questions - hopefully this is constructive.
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nezumi
post Mar 24 2007, 02:48 PM
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I would assume an LTG or RTG would only have a security tally if someone were trying to directly attack the LTG or RTG itself. If the L/RTG has controlled access and the person is trying to get around that, that would count. Otherwise, popping around to different hosts would be a valid operation. Since, presumably, the L/RTG holds their operational files on a separate host from the public grid, it would seem to me that the only actions which would raise flags would be intercepting comm calls or other forms of communication when not authorized, cyber combat, and somehow trying to crash the host.

I would also still suggest that there be some degree of regionalization. Someone screwing around at the main RTG level shouldn't result in Aztechnology's online book store host having a tally of 20 (otherwise, running up a high enough tally at the RTG would shut down every linked host!) This would also explain why an RTG can have a tally of say 10 without sending a probe after every user on the system (which, I imagine, would rather grind the RTG to a halt). Instead, it only sends out a few probes in the approximate location of the problem and reports the issue out.
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Eyeless Blond
post Mar 24 2007, 05:43 PM
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QUOTE (Link)
Considering the subject, your tunnelling explanation was pretty clear (firewall meant a chokepoint and intranet a host-host array to coin the SR vernacular, yes?) After I read it I wondered why introduce a new mechanic that's essentially governed by host logons and access ratings, so I went back and read your earlier posts.
Yes, I should have been using "chokepoint" instead of firewall, and an intranet is, in SR terms, a PLTG. Unfortunately I seem to be mixing a lot of RL computer terminology in with my SR terms, mostly because it's been awhile since I've used the SR terms themselves.

QUOTE
Now the reason for the encephalon was its cognitive multitasking right?
Er, right. Sorry, I was already assuming that the Encephalon would be the new one, capable of sustaining a few Monitored Operations for you. Guess I was getting ahead of myself there.
QUOTE
Does your comment regarding bypassing firewalls refer to logging in onsite to avoid the firewall/chokepoint?
Absolutely. When you go onsite you don't have to worry about Matrix chokepoints, as you can plug directly into the target host.
QUOTE
If so, do the aforementioned host logons and access ratings along with chokepoints already represent the aim of tunnelling?
Yes; it's basically an additional penalty that you accrue as a result of having to go through the chokepoint instead of going directly to the target host in meatspace first. A reason for the decker to get out of the house, as Platinum put it.

My opinion is that maintaining a connection through a chokepoint should not be a free lunch. That is, if you're trying to deck a system that has a chokepoint between you and your target host, there should be some small amount of sacrifice going on to keep the chokepoint from detecting that you're essentially reaching your hands through its space to get at your target. Thus the Monitored Operation and introducing the idea of "tunneling".

QUOTE
So many questions - hopefully this is constructive.

Oh absolutely. I realize that I'm kinda getting ahead of myself alot of the time when I'm proposing ideas and talking about them. I don't think anyone wants to read a 30-page treatise on a proposed set of rules, so I try to condense things as much as possible, with the result that often what I'm saying isn't very clear. I apologize.
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nezumi
post Mar 24 2007, 06:34 PM
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I understand Blond's assessment, and I do agree to how tough chokepoints should be. They should pretty much guarantee the decker's tally will go up, and I like the idea of them requiring tunneling (he's just working to constantly hide his track through the chokepoint from the host's natural defenses). Like he said, a direct connection through the facility generally means he skips the chokepoint, but has to deal instead with the facility's physical defenses.

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Eyeless Blond
post Mar 24 2007, 08:51 PM
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QUOTE (nezumi)
I would also still suggest that there be some degree of regionalization.  Someone screwing around at the main RTG level shouldn't result in Aztechnology's online book store host having a tally of 20 (otherwise, running up a high enough tally at the RTG would shut down every linked host!)  This would also explain why an RTG can have a tally of say 10 without sending a probe after every user on the system (which, I imagine, would rather grind the RTG to a halt).  Instead, it only sends out a few probes in the approximate location of the problem and reports the issue out.
Absolutely. This is why I proposed the change here too...

You know, I need to number the proposed changes I put into that post, don't I? Okay:
  1. Security tally is held by the individual host, on the host level, not on an individual level. Think of security tally as a condition monitor attached to the host itself. Rather than measuring damage, however, it represents the level of suspicion of that host that something weird is going on, the "defcon" status in other words. As tally goes up, the host becomes more suspicious that something is going on, and allocates more resources to dealing with the problem.
  2. RTGs don't pass tally RTGs, since they cover such a wide area, don't pass security tally or anything else down to "child" LTGs. Note in the example above there are no arrows, and thus no tally propogation, pointing from RTGs to LTGs, or vice versa.
  3. LTGs do pass tally, but do not receive tally. Since an individual LTG does serve only a few blocks or so, do pass tally down to the hosts connected to them. Note that the LTG doesn't particularly care if one of the hosts connected to it is spazzing out; security tally does not propogate back to the LTG from any individual hosts or PLTGs attached to it. This is noted by the single-direction arrows in the diagram above.
    • 1 and 2 together serve to make RTGs actually different from LTGs in more than just name and coverage area.
  4. PLTGs share tally and alert status between all internal hosts. Hosts linked together into a PLTG share security tally between them. In addition, a passive or active alert is passed along, so if a single host on the system goes to passive or active alert, they all do. This is indicated by the bidirectional arrows between the hosts in the diagram above.
  5. Monitored Operations are now easier AND harder. It totally mystified me as to why it took a Free action every INITIATIVE PASS to keep a monitored operation going. Why should someone with four init passes have to spend four times as many actions over the same time period as the one init pass guy to do the same thing? So, this rule proposes that monitored operations require a SIMPLE action to maintain, but only once every COMBAT TURN, instead of init pass. I'd even be tempted to say a Free action every combat turn, but that might be too good.
  6. Encephalons can help maintain operations for you. This one's actually going on over in the Cyberware thread, but it bears repeating here just as a reminder to everyone.
  7. Connecting to a host via another host imposes penalties. This is meant to be a more sensible way to get the decker out of the basement and encourage him to come along on the actual run. There are two penalties involved here, but note that neither apply to going through an LTG or RTG. I figure those would be better designed to allow connections through them, and it would be far too harsh to impose three levels of penalties before even getting to the target system.
    1. A penalty to Matrix Reaction, determined by the security code of the host. Honestly I think the penalties are a bit harsh, and would limit it to Blue/Green=0, Orange= -1, Red= -2, but this is Platinum's idea so I left it as-is. Note that this applies regardless of the legality of the actions involved.
    2. A new "Tunnel Connection" operation. Connecting through a masked connection and maintaining that masking requires a bit of effort, or at least it should. This rule makes the act of maintaining masking through a tunneled connection--your deck connecting to a host through a connection you already have to another host--a Monitored Operation, which you have to spend extra actions to properly maintain.
  8. Random default security tally. "You are not special. You are not a beautiful or unique snowflake. You are the same decaying organic matter as everything else." You are not the only one generating Security Tally. Security Tally can come from other criminals, sure, but it also comes from the random interaction of programs, minor glitches and buffer overruns, any number of other things that may or may not indicate someone's hacking the system! That last part is important, and is why all systems have a few low-level responses to tally before swarming the place with security deckers and black IC. So I added this:
CODE
System Type                                      Default Tally*
small PLTG, host system with few users (>50)         d6-1
Large PLTG, LTG, host system  with
     moderate number of users (50-500)               2d6-2
RTG, host system for large number of users (>500)    3d6-3
*-Roll each die individually and add together. Rule of Six
does not apply, but you can add it in as a houserule for more
deadly games.

Because of this, it's the busier networks--those with lots of programs interacting with each other--that have higher default tallies. It's the only way for Security Tally to make much sense as it is; otherwise the default should be: Tally 1: passive alert; send 100x Black IC. Tally 2: Active alert; send 100x superior-level security deckers. If you have a small amount of tally around just as background noise, then it makes more sense having different response levels like you see in the rules.Any I'm forgetting?
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Platinum
post Mar 24 2007, 10:49 PM
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QUOTE (Eyeless Blond)



QUOTE (Eyeless Blond)

QUOTE (Platinum)
Are these hosts all within the same corporation?  if so then the tally carries across...

Yes they are. That wasn't clear from the diagram, and the paragraph(s) below explaining it?

Sorry I skimmed the paragraph below and missed some of the interpretation.

QUOTE
QUOTE (Platinum)
In your example how does host2 know what host1's tally is or vice versa?

In order to tunnel out from a host to another you need to either find a back door out to the matrix or have executed a shell command on the server.

...okay, clearly I did not explain the diagram well enough.


I misunderstood ... since they are both on the same network, I am fine with them sharing a security tally.

QUOTE (Eyeless Blond)
QUOTE (Platinum)
Eyeless why is there a random security tally for just logging on to an LTG or RTG?  That doesn't seem to make any sense to me.  People only get suspicious when you start running commands... not just logging in.

That's the wrong way of thinking about it. We decided to change this rule to make things less nonsensical, remember? Tally isn't held by a particular user. If you think about it that doesn't really make a whole lot of sense, does it; if you know *which* particular user is messing with the system--the *only* way Tally can come about in the old system--then the moment anyone picks up a single point of tally he should get firebombed to death, instantly. Sure, there's the idea that Masking and Evastion hide what connection you're using, but then how can the system so reliably tag your particular connection with a Tally attribute, but not with the "He's got Tally>0; kill him with fire!" attribute? It just doesn't make a whole lot of sense.

In the new ruleset, tally is a host-wide attribute, describing essentially the "defcon" status of that particular host. The thing is, Tally is a very nebulous thing for a host; it's not really tied to a connection, or a person, or even specific actions, but more like a general state of unease felt by the system itself. Because random bugs and glitches happen all the time, even the most infrequently-accessed server will have a few bits out of place here and there, and thus a small amount of security tally just sitting around, before you even go there, just because these are the times in which we live. Hosts have security tally all the time because they're twitchy little bastards; they have been ever since the first Crash.


I was wondering should there also be a mechanic every turn that allows an increase in tally? as other users goof around in there.

I think if this is the case ... then it would be in a decker's best interest to hack the host and work on resetting the security tally through admin access.

When I monitor attacks on my firewall, I usually watch ip's individually instead of global attacks. I think in general you can tie attacks to an individual ip. Sure there are bot nets that can cycle their attacks, but if someone does that they are usually very sophisticated. Distributed multiblock attacks are not very common place as of yet .. but that could change.
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nezumi
post Mar 25 2007, 01:41 AM
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I like all of Eyeless Blond's suggestions. Assumedly IC will still be dispatched to the point of the infraction and begin searching there, and you would see more wandering IC every where else as the tally goes up, sort of like how the human body reacts to the introduction of a foreign substance.
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Platinum
post Mar 25 2007, 02:28 AM
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QUOTE (Eyeless Blond @ Mar 24 2007, 04:51 PM)
[*]A penalty to Matrix Reaction, determined by the security code of the host. Honestly I think the penalties are a bit harsh, and would limit it to Blue/Green=0, Orange= -1, Red= -2, but this is Platinum's idea so I left it as-is. Note that this applies regardless of the legality of the actions involved.

I am fine with the lower adjustments you made ... it was just kind of a suggestion.
You can just make it a flat -1 per hop, to reflect the relay effect. the more bouncing the slower things get. It also helps to offset the really high reactions we will allow, evening the score with ic. Also encourages people to deck onsite or close.

I was just thinking there should be something, and that high level systems would require a little more maintenance, but if you make the tweak to add tunneling, where you have to dedicate a simple action once every combat turn to maintaining the tunnel, I like that a lot. (maintenance can be handled by and encephalon) it also encourages people to hack more satellites because it's 1 hop to cross the country to another ltg and not 4-5.

I am really liking these tweaks.
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Eyeless Blond
post Mar 25 2007, 07:07 AM
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So, everyone like those rules for security tally? If so, let's move on to IC and the other security trigger steps.
  1. One thing we need to do there is make IC and the other triggered events not automatically find the offending decker, especially as with these rules there absolutely will be more IC and other trigger steps active, even before the decker himself gets near the system. I'd go so far as to say that particularly sensetive Red systems will be at Passive Alert at least a few times a week, just from background Tally.
  2. Maybe the way Security Deckers are used on an alert should be changed as well?
  3. I like the SR4 idea of Agents, IC, and drone Pilot programs basically being constructed the exact same way, and I really like the freedom that the SR4 rules give those Agent/IC/Pilots. Is there any way to replicate that here, and how would we do it?
  4. How about the different options for IC? I know we're looking at changing the Trace program; any others?
  5. (Somewhat OT, but): Other than being used to avoid traces and the Evade Detection maneuver, what else does Evasion do? I can't seem to remember it doing anything else. Should it be more important?
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post Mar 25 2007, 10:00 AM
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QUOTE
# Monitored Operations are now easier AND harder. It totally mystified me as to why it took a Free action every INITIATIVE PASS to keep a monitored operation going. Why should someone with four init passes have to spend four times as many actions over the same time period as the one init pass guy to do the same thing? So, this rule proposes that monitored operations require a SIMPLE action to maintain, but only once every COMBAT TURN, instead of init pass. I'd even be tempted to say a Free action every combat turn, but that might be too good.
# Encephalons can help maintain operations for you. This one's actually going on over in the Cyberware thread, but it bears repeating here just as a reminder to everyone.

I agree with the free action/turn. The idea with monitored ops is just to keep your attention, otherwise a 1 action/turn decker would be severely impaired - using a simple action would preclude complex actions.
There was an idea on the forums that an encephalon allow 2 free actions per phase in a similar fashion to an adept power from SOTA 64- its name escapes me.

QUOTE
# Random default security tally.

QUOTE
I was wondering should there also be a mechanic every turn that allows an increase in tally? as other users goof around in there.

Or decrease the tally, as the host resolves some issue unrelated to our decker.

On Tunnelling; would it matter how many hosts you pass through or just the chokepoint. A defence to deckers would be to string out many hosts.
I'm think the addition of tunnelling, while well thought out, may complicate decking rules for an effect that can be achieved by increasing the access rating and adding IC to a chokepoint. But I guess it's all optional and it's a modular rule you can add or not.

This could be a new host trick; "Firewall IC"(?) that's found on chokepoint hosts. It penalises deckers reaction but using the "Tunnelling" monitored operation would can reduce the penalty assisted by your "Wombat" utility. 'Cause, ya know, wombats live in burrows down under :grinbig:
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Eyeless Blond
post Mar 25 2007, 11:05 AM
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QUOTE (Link)
QUOTE
So, this rule proposes that monitored operations require a SIMPLE action to maintain, but only once every COMBAT TURN, instead of init pass. I'd even be tempted to say a Free action every combat turn, but that might be too good.

I agree with the free action/turn. The idea with monitored ops is just to keep your attention, otherwise a 1 action/turn decker would be severely impaired - using a simple action would preclude complex actions.
There was an idea on the forums that an encephalon allow 2 free actions per phase in a similar fashion to an adept power from SOTA 64- its name escapes me.
Yeah, so what? So a lowgrade idiot can't maintain a monitored operation and work on another at the same time in a combat turn. He'll just have to finish what he's doing before he tries to do the next task. I don't see a problem with that. Besides, despite this even the most lowgrade computer user running pure DNI will have INT+2d6 initiative, meaning everyone will have the possibility of two init passes in a Turn.

Don't let my challenging the idea discourage you btw; I'd actually be perfectly fine either way. I just think this route may be more balanced, as well as help make the encephalon worthwhile.

As to the Encephalon adding free actions, yeah, that was an idea I had too. Well, someone else might have come up with it before that.

QUOTE
QUOTE
# Random default security tally.

QUOTE
I was wondering should there also be a mechanic every turn that allows an increase in tally? as other users goof around in there.

Or decrease the tally, as the host resolves some issue unrelated to our decker.
Possible, but Matrix work involves a lot of behind the scenes dicework as it is. Rolling for random tally every turn or something seems like extra work for not enough real benefit.

QUOTE
On Tunnelling; would it matter how many hosts you pass through or just the chokepoint. A defence to deckers would be to string out many hosts.
I'm think the addition of tunnelling, while well thought out, may complicate decking rules for an effect that can be achieved by increasing the access rating and adding IC to a chokepoint. But I guess it's all optional and it's a modular rule you can add or not.
Well the idea is to create a continuing problem. As it stands, once you've passed a chokepoint that's it; the chokepoint doesn't affect you anymore. I like the idea that the chokepoint is still causing problems; even though you're through it, it's still there, gnawing at the back of your mind.

QUOTE
This could be a new host trick; "Firewall IC"(?) that's found on chokepoint hosts. It penalises deckers reaction but using the "Tunnelling" monitored operation would can reduce the penalty assisted by your "Wombat" utility. 'Cause, ya know, wombats live in burrows down under :grinbig:

Riiight. :please: :grinbig:
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Eyeless Blond
post Mar 28 2007, 01:47 AM
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Cross-posted from the Initiative and Timing thread:

The timing issue is really not because of initiative, but because of the differences between systems. In particular the decker is the real problem here. Walking through scripted metaphors creates an all-important symbolic barrier between him and the rest of the team. It's too confusing and distracting for the rest of the team to be constantly interjecting about what fantasy realm the decker is dealing with today, and the result is usually his part of the run is resolved either before or after everyone else, in the rare cases where deckers are even used.

There's also the issue that the way security tally and IC triggering and suppression encourages a smash-and-run mentality when it comes to decking, as opposed to the Overwatch mentality that would be much more beneficial to a concurrently-working team. Look at the Infiltration Challenge thread for a beautiful example of how the Overwatch mentality, rather than endless obsessing over seperate-but-equal metaphors can make for a great decking run, that works concurrently with the meatspace run. Note also that the deck and decking rules had to be seriously twinked just to keep the decker in the system long enough to actually be *able* to do any Overwatch without getting instantly smashed.

Again, though, these are not really issues related to initiative and timing so much as they are a result of the current Decking rules, and they actually should be discussed in there.


In short, I think we should consider these two things:

1) As cool flavor-wise as those fully-immersive sculpted metaphors are, for the most part during an actual run they don't really help. During a run they don't add to the atmosphere, and extra time the GM has to spend describing the decker's actions take away from the rest of the team. The best way to fix this IMO would be to have some sort of switchable mode that made it favorable for the decker to use the nonstandard metaphors when not actually in a run, but would be preferable to switch off when doing activities during an actual run.

2) As it is, the rules for accumulating Security Tally necessitate a smash-and-run mentality to decking, especially at low levels. Tally accumulates so quickly when your DF is less than 11-12 that even in the most lax of systems you can't usually manage to stick around for more than a few dozen or so actions before activating a bunch of IC, or even an alert. This is fine for datasteals, but an actual run usually involves more than the decker spending 45 seconds raiding the server for data, then sending everything into lockdown because of his intrusion. What we need is a way for the decker to be subtle in his actions when he needs to be, possibly in exchange for some tradeoff, so he can actually still be in the system when his teammates need his help rather than being chased all over the place by IC.


A thought I had to solve both of these problems in one shot would be to re-purpose the reality filter to the task. As it stands the reality filter is a little-used piece of optional hardware that only works on rare occasions, and tends to incur large penalties if unsuccessful. My idea is to make the filter an integrated part of all decks, much like Evasion and Masking chips are, though it wouldn't have a rating. The reality filter would be a switchable mode that, when active, would reliably strip away the sculpted metaphors (to solve problem 1), as well as providing some sort of bonus to DF (+3-6 would be good I think, to solve problem 2).

The only problem I'm having is deciding what kind of penalty could be assigned such that the filter wouldn't be used when not in run-mode, but still useful in run-mode. Maybe the book penalty of reducing MPCP of 1 would work, along with reducing Sensor rating by 3? This is the part that I'm having trouble with.

Other thoughts?
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nezumi
post Mar 28 2007, 01:54 PM
Post #267


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So your suggestion for #1 is to make it so deckers can somehow... interact with the wired world while still doing stuff in the real world? Instead of doing stuff totally in VR, doing stuff in real life with the VR overlaid on top of it, like some sort of... Augmented Reality?

Crazy talk.
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Kagetenshi
post Mar 28 2007, 01:58 PM
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I agree. That really seems like a ridiculous idea unless we're going to entirely throw out the Matrix as it is.

~J
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Eyeless Blond
post Mar 28 2007, 07:04 PM
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QUOTE (Kagetenshi @ Mar 28 2007, 05:58 AM)
I agree. That really seems like a ridiculous idea unless we're going to entirely throw out the Matrix as it is.

Not at all; to be honest I could care less that deckers have to lay themselves out while decking. Mages do it while projecting and riggers while jumping into vehicles; dealing with a comatose body isn't a problem unique to deckers. Though fully implementing AR would probably solve the problem, I doubt that a full implementation as presented in SR4 would be wise or within the scope of this project.

(Edit): This is not to say that I don't think that AR is not already implied in the rules. Look at the virtual dashboard that you get while jacked into a vehicle, even a non-rigger-adapted one. If you can get an HUD pumped into your brain while driving--in other words, not laying yourself out--to get a bonus to driving, then gatting an HUD while jacked into a computer to get similar bonuses for said computer use should be allowed as well.

What I'm getting at with number 1 is that the sculped systems that are supposed to be everywhere in SR3 decking are a major distraction, and are one of the primary reasons most games insist that the decker is an NPC character. Outside a run, while everyone is doing legwork and such, it's perfectly fine for the GM to go into detail about what this new system looks like, and the details of how to interact with it. But, whenever the decker jumps in during a run, the GM is forced into the awkward position of having to describe a completely seperate visual metaphor for the decker, while feeding the rest of the team the visuals associated with the actual run location. Because of this, there should be an option in the rules that makes it a good idea to not bother with seperate metaphors during an actual run, to keep the focus on the decker helping the team rather than the decker being off on some sidequest.


Even worse, most decker characters need some major DF-twinkage to stay functional in a host for the total length of a run (2). This encourages a hit-and-run mentality for decker characters, making them functionally unavailable for the majority of the run, save for a few small episodes where he completely interrupts the flow of events to zip around his own little sidequest. Put these together, and it's no wonder most people don't want to run deckers.
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nezumi
post Mar 28 2007, 07:31 PM
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I agree with 2, reduce how quickly the tally counts up if he isn't doing anything. If anything, it should decrease if he sits there quietly for an hour or two. I think some of the solutions we've suggested with dealing with tally deal with that problem.

As for 1... In reality, I wouldn't mind something vaguely similar to AR. Not real AR< but the virtual dashboard. Something to allow the decker to multi-task, doing stuff IRL, then jumping back to his idle persona when necessary. The most graceful solution to this, IMO, is to break down more of what the deck actually does. It should be its own, self-contained node (like what Hiro has in Snow Crash, with its own dictionary, atlas, files, etc. that you can interact with without having to be online), and with more useful tools he can bring with him INCLUDING access to the video feed from his deckboard camera, his deck's mic, and the ability to transmit through the deck cell phone/transceiver/speaker, all undetectable and using free actions. So while he's technically in the matrix, he has a window into the real world so he can see what is going on. He's still stationary, but at least he isn't isolated.
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Platinum
post Mar 28 2007, 07:42 PM
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I think the an AR interface is neat, but in reality it is just a fancy dumb terminal or GUI that sits on top of the matrix. In the matrix you can actually edit the dataflow and are interfacing with the host processors, AR is clicking on a mouse that executes an instruction set or program that does the interfacing to the host processor for you.

Now that being said, you can add some create flavour in there, but it is a layer that sits on top of the matrix.
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Eyeless Blond
post Mar 29 2007, 01:44 AM
Post #272


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QUOTE (nezumi)
I agree with 2, reduce how quickly the tally counts up if he isn't doing anything.  If anything, it should decrease if he sits there quietly for an hour or two.  I think some of the solutions we've suggested with dealing with tally deal with that problem.

Well, so far all the rules we've presented that actually impact tally would effectively increase it. Random default tally, penalties for going through firewalls, getting rid of Masking Mode. The only rule we've proposed so far that would limit tally would actually just delay or limit the effects it has on the decker, and that's the notion that IC has to successfully locate the intruder before attacking*. Ideas that would reduce tally would be stuff like these:
  1. Opposed rolls made by IC don't increase your tally. Not succeeding in an action against a hostile program is bad enough; no need to compound it by
  2. System Operations involving the Index subsystem (Browse, Scanner utilities) don't increase your tally. Especially Scanner, as you're not even really doing anything to the host when you're looking at an icon.
  3. System Operations involving the Analyze utility don't increase your tally. Analyze operations are typically information-gathering, and are thus usually not as potent as say a Spoof action. Analyze actions still cost you time and actions; maybe that's enough.
  4. Maybe there should be a system operation you can do to lower your tally? Really unsure about this one, but I figure we can throw it out there.

These are all separate from the idea above of making the Reality Filter more common, even making it a default include for all cyberdecks and even some cyberterminals, having it work all the time, and not having it affect Matrix Initiative. I still have no idea how we can balance that to make it something you'd only choose to activate during a run, however.

*While we're on the subject, I think that we should get rid of the table giving TNs for hitting a legitimate icon, and instead make the TN equal to the icon's Evasion rating (or IC rating, as the case may be). Anything that gets rid of a table, especially a table that you have to refer to in the middle of combat, is IMO a good idea.


As for AR, I agree with people who say it should exist, but I also agree with people saying it should not be appropriate for someone who plans on seriously decking. You want to do a little typing, check your email, use a calculator, look up the scores for last night's football game, all while walking down the street or driving your car? Sure (though the later will make an accident more likely). You want to hack into an Orange-hard system and steal a new prototype nuclear warhead or trick the security cameras into thinking your buddy is invisible? No way.
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Kagetenshi
post Mar 29 2007, 01:58 AM
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Another possibility is to let tally accrue at its current rate, but lengthen the distances between events on the security sheaf for most host types. That way the clock ticks down just as fast, but on weak hosts there's more time left on it.

As for on-the-fly decking (neither Augmented Reality nor Mediated Reality cover what we're talking about here, which is basically a fancy HUD and input method) I say implement it with an imagelink (or displaylink), transducer, datajack, and something on the other end of a datacable (or built-in, for those who swing that way). I figure it's basically a hands-free, mobile Tortoise mode.

~J
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fistandantilus4....
post Mar 29 2007, 06:07 AM
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This thread, and the other SR3R threads are being moved over to Community Projects. The original Shadowrun 3rd Revised thread will remain in the Shadowrun forum. They're getting quite a lot of traffic and are sticking to the top of the Shadowrun forum, but would be more appropriately placed in Community Projects.
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Eyeless Blond
post Mar 30 2007, 12:32 AM
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QUOTE (Kagetenshi)
Another possibility is to let tally accrue at its current rate, but lengthen the distances between events on the security sheaf for most host types. That way the clock ticks down just as fast, but on weak hosts there's more time left on it.

We may want to do that too, if it turns out that the above fixes still don't completely solve the problem. Something else that II, and III do*, however, is help to restore the balance between actions. I mean, clearly Analyze Icon is not as far-reaching or cinematically important a test as Control Slave, but under the current rules both give the system the same amount of power to detect the decker's intrusion. I really think that, like Perception Tests in meatspace, Analyze operations should be essentially "free", save for the actions required to use them. Keep in mind that, under the new "default tally" rule, there will likely be at least one piece of IC out on a given system almost all the time, so spending all day sitting around gawking at everything is a dangerous waste of valuable time and resources.

The same, essentially, for Browse-enabled operations, though admittedly the case is a bit weaker there. I just don't think that Locating an access node should give the system the same power to detect you as screwing with file data.

*-I just noticed that point I is already true, but it really needs to be spelled out in the rules better IMO.

By-the-by, I reiterate my support for the idea of using Evasion (or the IC's Rating) as the TN for cybercombat tests, and the makeup of the IC's Attack program for its damage, rather than the table on page 224. Any time a book table has to be referred to in the middle of combat is a serious design problem IMO and should be remedied immediately.
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