QUOTE (CanadianWolverine @ May 16 2011, 05:47 AM)

Look, if you are trying to find a reason as GM for your GM fiat ruling, just do it ok? You really are coming across as trying to find anyway to just go "Infiltration is impossible, that karma you spent on that skill was a waste."
In no way I am saying that infiltration is impossible by design; but I've run into several problems when GMing said infiltration episodes, and I'm asking for advice, because I feel that my rulings kinda ruin the whole suspension of disbelief thing. If you read the topic carefully, you'll notice at least two (arguably, three) ways for any mundane infiltration attempt to fail regardless of the infiltrator's skill. I see it as a problem, because players like to infiltrate (and mine make for some surprisingly bad faces, as far as actual roleplaying and not dicepools is concerned).
QUOTE (CanadianWolverine @ May 16 2011, 05:47 AM)

Take careful note here, I said nothing about blasting through walls, yet in my experience and interest in construction (carpentry, electrical, plumbing, iron work, HVAC, etc) has informed me that it is dreadfully easy to enter most homes and buildings these days by a number of means than the front door for one simple reason: utilities and air must enter and exit a building on a constant basis or that building is tomb. Even safes need their enviroments controlled to protect the things we seal in them, so things like electricity, air, water, and so forth must flow or people have to wear suits that allow them to continue living for any significant amount of time as they work or pass through a air tight sealed enviroment.
I must have misinterpreted that "ridiculously easy to [...] make an opening in for anyone familiar with the tools" bit in your original post in this topic.
However, while I can't claim to be a real specialist, I've been doing some cabling work for my workplace - Ethernet mostly, of course. I've seen enough of both the air ducts and cable channels running through walls. None of those require human-sized openings. Okay, maybe building-wide cabling channels, but you can't get much further than the floor-wide service room through those, anyway.
Besides, any decent security force have those monitored, as well, and often better than the obvious approaches - since the chance that any given signature there is an intruder and not an employee is that much higher.
QUOTE (CanadianWolverine @ May 16 2011, 05:47 AM)

Your choke points aren't really choke points, they are check points, the camera doesn't actually stop anyone, it just informs who ever is watching the sensor at that time or watching the recording later.
Turrets can make it into a chokepoint; but are we really arguing terminology here?
QUOTE (CanadianWolverine @ May 16 2011, 05:47 AM)

Think of infiltration not just as the sniper in a ghilli suit moving through a forest, covering their tracks, picking the least noticeable route, and setting up their hide for the hunt by the water source but as the person who moves through a crowd unnoticed, or looks indistinguishable from a wage slave, corp sec, or corp big wig with their body language and gait. Did you know that when you are walking through a crowd, you can effectively disappear by bending your knees, slouching, and thus lowering your head below the sea of heads, for instance? And infiltration is not just being unseen, but being seen and being beneath regard, blending in with the regular ebb and flow.
See above for my problems with that - basically, while this take on infiltration surely is possible (although magical security can ruin it, too), it's for faces, not infiltrators - and it's just not what infiltrator players want to do.
QUOTE (CanadianWolverine @ May 16 2011, 05:47 AM)

And if it has to be unseen, then Infiltration is also the use of Knowledge skills to Actively and skillfully place oneself where there is least likely to be observation, choke points should be easily spotted by a infiltrator and bypassed by any number of means that are required by maintenance and the preservation of the lives of those who work there, including meta-human corp sec. And even if there is a sensor, what type of sensor is it? All sensors have different blind spots, infiltrators make it a point to be aware of these (see: specializations of Infiltration ... which a GM has the freedom to add more to).
Fine, what are the blind spots for proximity wires or pressure pads? As far as I am aware, the core book lists none. So in the best case, the infiltration burns down to "wait for the hacker to hack the security host and turn all those toys off, then do your job". And even that requires a good deal of GM fiat, since what kind of secure compound has its host accessible from the outside?
QUOTE (Falconer @ May 16 2011, 05:59 AM)

I know what you mean... I couldn't ever see not buying the stealth group as a whole.
Disguise, shadowing, infiltration, and palming are all usefull skills.
What's the use for Palming? Or Shadowing on the same level as Infiltration or Disguise, for that matter, too - how often do you really need it?