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Lagomorph
Let the TM's player decide. Give him the info presented on this thread about how to play the TM better, and give him the option to switch out to something else. If he wants to give the TM another chance using the tips and tricks that have been mentioned, let him. If he wants to switch to something with guns and fireballs and fastcars, let him.

I think thats prebably the best option. Which I mean to say, that letting the player decide what will be funnest for him is the best option.

BTW Wasabi, that was an awesome post notworthy.gif
Jaid
perhaps another option would be to allow the TM some options to "re-write" his character. maybe not to re-write the entire thing, but give him the chance to change a few things (you can make it through some pact with a free sprite or something (or maybe just an AI), but let him remake a few decisions about how his character is built.
Serbitar
At the moment, 100% of the TMs power comes from sprites. And the bug that registereing sprites costs nothing.

This is not the way it is meant to be.
Wasabi
TMs ahve to be played like TMs, they simply lack the flexibility to be a Matrix Fixer, Brutish Matrix Bodyguard or anything except the puppetmasters they are. They can depart from puppetmastering for short periods but all in all there is a very finite number of ways they can shine.

Oh, and they DO shine.

What I'm reading above, Wiseman, is that you and your player both dislike the style TMs are forced to follow and you know, thats a-ok. Go with what you enjoy.

As to your player respec'cing, you could always have a submerged TM go into the deep resonance to re-code himself or somesuch.

Lastly, regarding the commlink implanted in the hacker... a TM can use a commlink inside a micro or mini drone flying several KILOMETERS above the objective. A believe the spot roll for spotting a microdrone a couple of miles away could be... difficult.

I know, I know... TMs are hedged into a narrow set of tools and a narrower set of methods, but if those coincide with what you think is fun, they rock.
Wasabi
QUOTE (Serbitar)
At the moment, 100% of the TMs power comes from sprites. And the bug that registereing sprites costs nothing.

This is not the way it is meant to be.

And dont forget that programs are reduced to the lower of either system or rating of the node while CFs and sprites are not. This too is a grievously poor game design!
kigmatzomat
QUOTE (Wasabi)
QUOTE (Serbitar @ Sep 16 2006, 08:03 PM)
At the moment, 100% of the TMs power comes from sprites. And the bug that registereing sprites costs nothing.

This is not the way it is meant to be.

And dont forget that programs are reduced to the lower of either system or rating of the node while CFs and sprites are not. This too is a grievously poor game design!

Actually, it's not a grievous fault. CFs and Sprites are actually running on the TM's brain. Or the combined brainpower of every TM in existence. Or Astral Space. Possibly as the result of some incredibly subtle escaped nanotech. Or not.

Either way, the CFs and Sprites are present, but not running on, the local host system. Since they are not running on the local host system, they are not limited by the local host system.
Slithery D
He was joking. It's a "grievously poor game design" that coincidentally(!) runs counter to the other one of TM "weakness."
Jaid
QUOTE (Wasabi)
TMs ahve to be played like TMs, they simply lack the flexibility to be a Matrix Fixer, Brutish Matrix Bodyguard or anything except the puppetmasters they are. They can depart from puppetmastering for short periods but all in all there is a very finite number of ways they can shine.

see, you're not quite there.

a TM can most certainly be a brutish matrix bodyguard.

you only need a few basic CFs for that... armor, attack, blackout, black hammer, stealth, and analyze. heck, if you just aim for thug, you don't really need stealth or analyze even (though of course, like any thug, such a TM would be horribly beaten by anyone with even the least bit of subtlety). oh, and you just need cybercombat skills... why worry about hacking when your job is to just beat people up?

the problem is not that TMs can't do one thing well. it's that they can't do that one thing significantly better than a hacker, and the hacker can still a crapload of other things, whereas the TM is just screwed in anything they aren't specifically specialised in.

kinda like the sammy/adept thing, except more drastic. and the TM isn't nearly as much better at their schtick (unless their schtick is sprites) as the adept can be at theirs (for example, a gun adept can get 4 IPs at chargen, 3 levels of and improved gun skill, and have some points left over for minor ability (agility boost maybe?) if they take geasa, whereas a sammy can only start with 3 IPs, can get a 1 point boost to their gun skills, pick up some good close combat toys (bone lacing, spurs, shock hand, or whatever), and be a drone rigger in captain chair mode decently on the side.

but yeah, TMs can in fact do one thing, and they can even do their one thing well. it's just that they then can't do anything else. they need a break somewhere to be able to do something other than their one specific thing.

either that or you could kick the hacker in the face and make hacking programs availability rating x 3 or something, and use that as the new baseline (it would work, as long as all the systems are based on the assumption people don't generally have rating 6 hacking gear). (oh, and you'd have to deny access to any hardware above rating 4 or so as well i think).

and i suppose if you want, you could make that become the new assumption, and i would certainly be expecting to see more TMs in your game. but as written, it's no harder to get exploit 6 than it is to get exploit 1 if you got the money, so there's no reason to not treat the baseline assumption as rating 6. (which still seems silly to me. the baseline assumption, IMO, should be further below the maximum... but then, i also think being able to have your natural racial max attribute and your natural max skill at chargen is silly too).
Wiseman
QUOTE
perhaps another option would be to allow the TM some options to "re-write" his character. maybe not to re-write the entire thing, but give him the chance to change a few things (you can make it through some pact with a free sprite or something (or maybe just an AI)


Think I'll just offer up a bunch of options on the thread and let him decide. Whatever will be fun.


QUOTE
perhaps another option would be to allow the TM some options to "re-write" his character. maybe not to re-write the entire thing, but give him the chance to change a few things (you can make it through some pact with a free sprite or something (or maybe just an AI), but let him remake a few decisions about how his character is built.


definitely an option. I mean as new books are released and we learn more of the little quirks of the game, I figure its bound to happen that they want to keep the character concept but tweak a few things to better fit their RP vision.

QUOTE
Lastly, regarding the commlink implanted in the hacker... a TM can use a commlink inside a micro or mini drone flying several KILOMETERS above the objective. A believe the spot roll for spotting a microdrone a couple of miles away could be... difficult


Was only pointing out implanted commlinks to show that this idea that TM's get such a benefit from not having to carry around a commlink is no different than the 2000+ nuyen and .2 essence of an implanted commlink. And the fact that many people use implanted comms means that security already automatically considers it a possibility. All of which amounts to the TM or hacker getting a head jammer strapped on if captured. Also consider that any useful information stored on a hackers commlink, would be stored on some data storage device the TM used to transfer too, and that IS able to be taken away.

QUOTE
He was joking. It's a "grievously poor game design" that coincidentally(!) runs counter to the other one of TM "weakness."


It is quite an advantage to run whatever you want without limitation in concept. But it just doesn't pan out to that much of an advantage during play. First the prohibitive costs of CF's mean you won't have many anyway, Threading gives a -2 to all matrix dice tests which is worse than a -1 response to a hacker for running = System in programs. Most matrix actions can be accomplished with 3-4 programs at most, so the limitation is more to stop power game breaking agents from swarming than to stop a hacker from doing to much. Most of the programs can be run at leisure, leaving only those useful to defense, stealth, or cybercombat with the possibility of needing them all at once.

So if a TM knows 12 CF's vs a hacker running 12 progz at a -2 (for system 6) than its clearly an advantage to the TM. The hacker can switch out his 12 or run less as needed, but soon as the TM threads a CF the advantage is over (barring a sprite sustaining it for him, using a task). Now if the hacker was going to take a -2 for 12 programs, he might as well run 17 for the same -2. Current count is TM 13 CF's and hacker 17. Both at the same disadvantage. So it would appear that the TM can still hold the advantage by using a sprite. But so can the hacker by wisely using agents to carry a portion of the program load.

A lot of TM stuff is playing out like that, It seems like an advantage but just doesn't play out to one very often.

QUOTE
What I'm reading above, Wiseman, is that you and your player both dislike the style TMs are forced to follow and you know, thats a-ok. Go with what you enjoy.


I don't dislike it at all, from my point i've limited time to divide between 5 players, the plot, NPC color, and dice rolls. I didn't really give it much thought until I noticed a progression of dissapointment in the TM player. To this point it hasn't been very vocalized, but I'd be an idiot not to see it. I just felt it was my responsibility to recognize if there was an issue with TM's and adapt for it. I've heard mostly that there is some issues, and if X = Y (where X is TM and Y is Sprites) then they can be very powerful.

My only contest to this is that the game is designed against classes, and allows much variety, and I don't see much build flexibility with the TM's.

It'd be like allowing mages but all they really do is summon spirits and their spells amount to - summon gun, summon armor, summon gernade. (I.E. simply emulating the basic items in the game).

All that being said I think I found a lot of great tips and ideas to bring to the table. My personal thanks to you all for the suggestions. I at least feel more prepared to talk to the player and work something out and if he decides to stick it out, I've got some areas to focus on.

Slithery D
QUOTE (Wiseman)
QUOTE
He was joking. It's a "grievously poor game design" that coincidentally(!) runs counter to the other one of TM "weakness."

It is quite an advantage to run whatever you want without limitation in concept. But it just doesn't pan out to that much of an advantage during play. First the prohibitive costs of CF's mean you won't have many anyway, Threading gives a -2 to all matrix dice tests which is worse than a -1 response to a hacker for running = System in programs. Most matrix actions can be accomplished with 3-4 programs at most, so the limitation is more to stop power game breaking agents from swarming than to stop a hacker from doing to much. Most of the programs can be run at leisure, leaving only those useful to defense, stealth, or cybercombat with the possibility of needing them all at once.

So if a TM knows 12 CF's vs a hacker running 12 progz at a -2 (for system 6) than its clearly an advantage to the TM. The hacker can switch out his 12 or run less as needed, but soon as the TM threads a CF the advantage is over (barring a sprite sustaining it for him, using a task). Now if the hacker was going to take a -2 for 12 programs, he might as well run 17 for the same -2. Current count is TM 13 CF's and hacker 17. Both at the same disadvantage. So it would appear that the TM can still hold the advantage by using a sprite. But so can the hacker by wisely using agents to carry a portion of the program load.

Wow, that was impressively nonresponsive to his original point.

QUOTE
And dont forget that programs are reduced to the lower of either system or rating of the node while CFs and sprites are not.

Having full ratings on a low performance node where the opposition is hard capped has nothing to do with degradation for running too many programs. Think of low performance nodes as the TM equivalent of aspected power sites - everyone else faces "background count," but they don't.

Of course, it's been so long since I've carefully read the matrix rules that I don't know if he's right about how that works for either side; but what he said is not what you're talking about.
Lagomorph
QUOTE (Wiseman)
My only contest to this is that the game is designed against classes, and allows much variety, and I don't see much build flexibility with the TM's.

Thats a very good point.
Wiseman
QUOTE
Wow, that was impressively nonresponsive to his original point.


I most likely missed the point, and upon re-reading it, still don't think I get it. Thanks to the usefulness of your response I'm sure I'll figure it out.

Just as an update though, my player wants to stick it out. We discussed some of the great things Wasabi mentioned, and he decided he just wanted to rebuild/tweak a little. We'll see how it goes!

A funny note, the Hacker seemed a little worried. Haha, man I love the group dynamics.
Konsaki
QUOTE
A funny note, the Hacker seemed a little worried. Haha, man I love the group dynamics.


Heh, for kicks have your TM player summon up a rank 6 crack sprite and then send it to hack the Hacker's commlink, gaining an admin's account. This should really make him worry.

Hack, hack, supress, hack, hack, supress, Edit - alarm warning to be sent to TM's commlink, edit - create admin account for TM.
TM logs in, edit - clear out all trace of sprite, edit - clear alarm log, edit - change matrix icon to troll in pink leotard that riverdances. rotfl.gif
Wiseman
QUOTE
Hack, hack, supress, hack, hack, supress, Edit - alarm warning to be sent to TM's commlink, edit - create admin account for TM.


Do you allow a triggered alarm that was suppressed to later be wiped out before any sound is heard, or is a suppressed alarm already an active alarm (who's effects are delayed) and will sound even after the TM has admin access (and then and only then the TM could shut it off)?

It's mostly a moot point but it does matter in some cases. I see suppression as only delaying the inevitable of a failed roll, not holding it off till you get access to shut it down after you triggered it but before it went off (It did go off, you just haven't heard it yet).

Could you defuse a data bomb after its done damage and crashed the file, and even if you had a means to delay the damage, does that mean you can jack out and then take none?

Hell if I know really. Wouldn't seem like you could, but could you?

Damn you matrix!



Konsaki
QUOTE (Wiseman)
QUOTE
Hack, hack, supress, hack, hack, supress, Edit - alarm warning to be sent to TM's commlink, edit - create admin account for TM.


Do you allow a triggered alarm that was suppressed to later be wiped out before any sound is heard, or is a suppressed alarm already an active alarm (who's effects are delayed) and will sound even after the TM has admin access (and then and only then the TM could shut it off)?

It's mostly a moot point but it does matter in some cases. I see suppression as only delaying the inevitable of a failed roll, not holding it off till you get access to shut it down after you triggered it but before it went off (It did go off, you just haven't heard it yet).

Could you defuse a data bomb after its done damage and crashed the file, and even if you had a means to delay the damage, does that mean you can jack out and then take none?

Hell if I know really. Wouldn't seem like you could, but could you?

Damn you matrix!

For the suppressed alarm, it is just delayed. It will still happen, but it means while delayed, you can reroute how the alarm goes off. In the given example, the TM would receive an alarm warning on his commlink since that is where the sprite rerouted it to, but the TM doesnt really care except to know that the hacker doesnt see it.

As for the databomb, I belive the timer on the bomb is based off the parameters the person who placed it set in. It could be 0, 3, 6 seconds of whatever. Most will go off immediatly and then destroy the file along with damaging the person trying to deactivate the bomb or access the file without using the correct passcode.
Wiseman
QUOTE
it means while delayed, you can reroute how the alarm goes off


really not trying to split hairs, but I see this as braking the intent/mechanics of suppression.

How can he re-route something that has already happend, that the sprite is using a sprite-only resonance (mystic) power to suppress for a few seconds. The data bomb is just an example of the same mechanic (or at least it tried to be).

The alarm did go off, the sprite and only the sprite had a method to delay it from taking effect, but that does not mean the TM can now go edit the file and the alarm thats already sent out into the ether won't come back and sound. Its already active?

Still, I don't know, you could be right, and now I've something to research when i'm done playing desk jockey.
M.Fillmore.1138
QUOTE (Wiseman)
really not trying to split hairs, but I see this as braking the intent/mechanics of suppression.

How can he re-route something that has already happend, that the sprite is using a sprite-only resonance (mystic) power to suppress for a few seconds. The data bomb is just an example of the same mechanic (or at least it tried to be).

The alarm did go off, the sprite and only the sprite had a method to delay it from taking effect, but that does not mean the TM can now go edit the file and the alarm thats already sent out into the ether won't come back and sound. Its already active? 

Still, I don't know, you could be right, and now I've something to research when i'm done playing desk jockey.

I see your point about breaking the mechanic based on how you see this all working.

I think the system is still going to go into alarm. However, I think it is legitimate to alter where the alarm will be sent. You change the admin address and it goes elsewhere. That will not stop the Firewall from going up (but what does that really do once you are inside) or IC from launching. Unless the TM has already found and killed the IC that is wink.gif

You can change where the alarm goes, you can alter what the OS does to it with some quick edits, etc. Pretty suspenseful stuff being under a time limit smile.gif

I play a TM as a sort of support character. He can sledge-hammer into a system if it needs to be done NOW (thread stealth, thread exploit and hammer away), but for the long probe the hacker is better unless I want to sustain a thread myself. I can support a hacker or a rigger well, and that is fine with me. Then again, I have been known to play a support character like a bard in Some Other Game™.

I don't mind sending a Machine sprite to help with the riggers drone, or to provide a couple of fault sprites to play "mafia enforcer" if the hacker gets himself in trouble. Works for me!

Sprites are damn useful, but IMHO they will cease to be so very quickly if I have to pay what a mage pays for spirits... especially since I have to buy a drone before they can interact with the material world at all. That is the cost that I am willing to live with and still have a character who is "competitive".

Having just played a session where I was wandering around in a node with Stealth 10 and watching someone else come in it was entertaining. TM's can do the "unexpected" as they can boost their CFs like mages can boost attributes. The style of play is a bit different than a straight-out hacker but can be just as fun.
laughingowl
Playing a TM, I would have to go with the suppression delays the 'workings' but unless somebody is in as admin WHEN the alarm goes off... no re-routing.

Basically when triggered the computer 'sends an alarm to Admin' the suppression power somehow mystically cause those electrons to flow at the speed of molasses...

nothing the computer can do will stop them from going to the original destination but they somehow hit a time-warp.

Now the one I WOULD allow in my games is the trigger spam overload.

Sprite triggers alarm and suppresses it, notifes another sprite (or TM) and at the right time the flood the recipients of the alert with a few million spams, (requiring a perception test to catch the 'alert' in the spam).

Well within the 'intent' (in my opinion anyways) (havent tried this tactic with my TM yet, since havent really needed to. Stealth is the one thing I have never had a problem with if a 10 stealth for 5 turns wont get me in something NOTHING will)

peace
Jaid
you could also just cause the commlink to reboot a second before the alarm warns anyone.

and change the logs to show no alert beforehand, and to make it appear some minor indeterminate software glitch has occurred, or something, which caused it to happen (probably best to make this happen a few times to get them used to it before creating your new accounts permanently)
Wiseman
QUOTE
you could also just cause the commlink to reboot a second before the alarm warns anyone.

and change the logs to show no alert beforehand, and to make it appear some minor indeterminate software glitch has occurred, or something, which caused it to happen (probably best to make this happen a few times to get them used to it before creating your new accounts permanently)


Yes you could, except you would be booted off (which is not a good thing). Hell triggering an alarm can cause a mandatory reboot (which is still not a good thing).

The idea of suppression is to allow you a few precious seconds to get out, get the data, make the exchange, whatever. Not utterly bypass the point of the alarm all together, or else Suppression wouldn't slow it but stop it completely.

Suppression is an innate ability to confuse firewalls that detect the sprite, not the TM. I suppose as long as you let the sprite do all the work, this doesn't matter, but it does use up more tasks.

It would seem to me that there is no way to completely stop a triggered alarm other than not triggering it.

laughingowl
QUOTE (Jaid)
you could also just cause the commlink to reboot a second before the alarm warns anyone.

and change the logs to show no alert beforehand, and to make it appear some minor indeterminate software glitch has occurred, or something, which caused it to happen (probably best to make this happen a few times to get them used to it before creating your new accounts permanently)

QUOTE
you could also just cause the commlink to reboot a second before the alarm warns anyone


To me THIS doesn't work. The 'alarm' went out the instant it was triggered; however it will not reach its destination for a period of time (perhaps the sprite routes it through the deep ressonance or something).

Suppresion will NOT ever allow you to bypass an alarm.

QUOTE
and change the logs to show no alert beforehand, and to make it appear some minor indeterminate software glitch has occurred, or something, which caused it to happen (probably best to make this happen a few times to get them used to it before creating your new accounts permanently


Now these very good uses. While the alarm will go out, when investigate it will appear as a possible glitch/bug/etc. Convincing them the alarm was bogus/nothing important, or causing them to miss the alarm (from a spam of other things) is all possible... 'stopping the alarm' is not.

Another very possible one (especially if you expect the alarm to go to one or two people only) have a couple of fault sprite or so on stand-bye once the alarm is triggerd send them to crash the recipent.

While nothing (IMO) will stop the alarm from going out (it technically alread went out), if the recipent is functioning when the alarm comes in they dont see it.

Peace
Jaid
the commlink is not on. there's no possible way for the alarm to go anywhere, because the alarm works within the commlink. the system may be designed to let someone know when an alarm activates, but ultimately, the alarm itself stays within the device/node/PAN/whatever in which it is triggered.
cybertrucker
QUOTE (Konsaki @ Sep 15 2006, 12:04 AM)
Also, I dont think a TM could be hacked due to the fact that he has no storage space in his brain for any data. Therefor if a hacker got in, he wouldnt be able to do anything due to no space to load his programs to.
A TM has to transfer data from a node to some other storage device like cloths, guns, or whatever.

.


Actually I would have to disagree. In a world in which ideas and personalities can be programmed into the brain and the brain is mapped out to a point in which you can utilize cyberware to its maximum effect I see no reason to believe that hackers would not have programs that could hack the brains and thoughts and download them into usable and readable data... In no way would this be an unreasonable feat. Granted you would have to defeat the TM in cybercombat in order to do such a feat. Just like a TM would have to defeat the hacker in cybercombat to do anything to his comlink. Also if you can completely take control of a person with hot sim dreamchips I wouldnt see a reason that a hacker would not be able to rig a TM like brainwashing turning the TM's Meat body into a puppet, ie a new form of mind control. Once again the hacker would have to successfully hack the TMs mind in order to do it.

Anyway it would make for some interesting storyplots. Now granted you might need special programs to do it. But TMs open themselves up to it. In one of the runs I ran recently the group ended up going into a rock concert that was pumping some serious hot sim BTL signals. Which the TM had to filter out so his hotsim brain did not get high as a kite.
Cheops
Ugh...using PAB and Hot Sim to reprogram a TM would be NASTY.

I don't allow hackers to hack TMs. Since hackers can't spoof Sprites because they are alien resonance beings I also say that hackers can't hack TMs because they work on spooky alien resonance. I might allow other TMs to sleaze into a TM's brain by trying to spoof the TM like he was a Sprite. Compiling to gain access and then hack as normal.

I think I run sprites a lot differently than some others seem too. Players don't get to control them when they are remote. I do. And they almost never do exactly what you want. A rating 6 crack sprite in my game wouldn't even try to edit an alarm to send it to the TM. It'd be more interested in not raising an alarm at all. It's a crack sprite, it lives to break into systems without being detected.
Cognitive Resonance
QUOTE (Cheops)
Ugh...using PAB and Hot Sim to reprogram a TM would be NASTY.

I don't allow hackers to hack TMs. Since hackers can't spoof Sprites because they are alien resonance beings I also say that hackers can't hack TMs because they work on spooky alien resonance. I might allow other TMs to sleaze into a TM's brain by trying to spoof the TM like he was a Sprite. Compiling to gain access and then hack as normal.

I think I run sprites a lot differently than some others seem too. Players don't get to control them when they are remote. I do. And they almost never do exactly what you want. A rating 6 crack sprite in my game wouldn't even try to edit an alarm to send it to the TM. It'd be more interested in not raising an alarm at all. It's a crack sprite, it lives to break into systems without being detected.

After reading that I wish there where expanded rules for roleplaying sprites.
CradleWorm
I have both a hacker and a technomancer in my current campaign However, during character creation I did limit availability to 8 instead of the normal 12.

The goal of this was specifically to limit my characters to a lower level type of campaign, however it also had the effect of bringing hackers and technomancers closer together.

Now as my team earns some nuyen the hacker can simply purchase better programs much faster then a technomancer can learn new complex forms. But, when I compare the power of a technomancer versus the hacker I have to say that the technomancer wins out. Here is why:

In shadowrun, the guy who wins is often faster and / or has more actions. Even if your less effective you can still wear your opponent down. Note this is a general rule of thumb and exceptions always occur.

Technomancers are faster then hackers in the matrix. They are always hot when they go VR, they get extra dice when in full VR, and have 3 actions (just like hackers). They can also submerge and get a 4th action in the matrix, starting the theory of faster is better.

Also, technomancers can summon sprites on a whim and compile them. Hackers can also get pilot programs to assist them, however technomancers get to have sprites from the get go, while hackers need to save up some serious nuyen to get an effective pilot program. Also, a hackers pilot programs are never as effective or diverse as a technomancers sprites.

When you add it all up, technomancers appear to start off weaker because they have complex forms and hackers tend to have every program available at 6. But, they can never run a program higher then 6 (the max system until a matrix book comes out). Technomancers can thread programs to a whopping 12 as a starting character and that only goes up! Technomancers can summon sprits at will, hackers have to invest serious build points or nuyen to get sprites and they aren't as effective.

So in the end, I think that technomancers may be more difficult to build as a starting character, but they are no less effective in an experienced players hand then a hacker.
Cheops
I think Cradle Worm hit it on the head there. TMs perform better in experienced hands. I think they'd be harder to play for people who are just starting SR4. A hacker would be better to start with, until you are very familiar with the matrix rules, and how the GM is running the matrix. Once you've gotten all that down I think you'd find that TMs are as good or better.
JonathanC
Actually, can't a Hacker just program a System at a rating higher than 6, and then the programs to go with it? Granted, that will take forever, but still...it is possible.
Rotbart van Dainig
Sure. And run it on what hardware?
Konsaki
You could, but since the max response that can be bought is rating 6, thats what your system and programs will run at too.
JonathanC
I thought you could buy higher? Or maybe just buy the parts and build your own? Now again, build time is going to set the Hacker back quite a bit, and probably take much longer than it will for the technomancer...this hearkens back to the usual line about magicians having better upgrade potential, while tech characters are better off branching out (a max rating 6 hacker maybe picking up some drones, for example)
Cheops
My group tried to calculate it out at one point to see how high Corporations could have their systems at to prevent hackers. It took something like a team of 40 working in various departments to pump out one rating in a couple of years. So if Renraku had started building the ultimate machine right after the crash happened it could have a node at ratings all higher than 6 by 2070.
JonathanC
That is a little disheartening...Hackers start off basically capped in power (c'mon, you're gonna go Response 6 the minute you get paid from your first run), while Technomancers can only go up from there. Ah well...it really does seem like SR4 was created to be a bit harsh to technological characters.
Jaid
QUOTE (JonathanC)
That is a little disheartening...Hackers start off basically capped in power (c'mon, you're gonna go Response 6 the minute you get paid from your first run), while Technomancers can only go up from there. Ah well...it really does seem like SR4 was created to be a bit harsh to technological characters.

have you ever built a technomancer? believe me, they pay for the privilege of infinite advancement.
JonathanC
QUOTE (Jaid)
QUOTE (JonathanC @ Sep 19 2006, 07:06 PM)
That is a little disheartening...Hackers start off basically capped in power (c'mon, you're gonna go Response 6 the minute you get paid from your first run), while Technomancers can only go up from there. Ah well...it really does seem like SR4 was created to be a bit harsh to technological characters.

have you ever built a technomancer? believe me, they pay for the privilege of infinite advancement.

As do mages and adepts. Though I do think TMs are a bit more balanced, since they've got a strong disincentive to ever get multiple initiative passes in regular combat, which is quite a setback for a shadowrunner.
Lebo77
QUOTE (JonathanC)
QUOTE (Jaid @ Sep 20 2006, 12:24 AM)
QUOTE (JonathanC @ Sep 19 2006, 07:06 PM)
That is a little disheartening...Hackers start off basically capped in power (c'mon, you're gonna go Response 6 the minute you get paid from your first run), while Technomancers can only go up from there. Ah well...it really does seem like SR4 was created to be a bit harsh to technological characters.

have you ever built a technomancer? believe me, they pay for the privilege of infinite advancement.

As do mages and adepts. Though I do think TMs are a bit more balanced, since they've got a strong disincentive to ever get multiple initiative passes in regular combat, which is quite a setback for a shadowrunner.

Until the party mage casts "Increase reflexes" on them.
The Jopp
QUOTE (JonathanC)
That is a little disheartening...Hackers start off basically capped in power (c'mon, you're gonna go Response 6 the minute you get paid from your first run), while Technomancers can only go up from there. Ah well...it really does seem like SR4 was created to be a bit harsh to technological characters.

Maxing out the commlink is a good thing but I would actually think twice of running max possible rating of programs all the time.

Run 5 programs at a Resp 6 commlink and you got high rating – but limit in programs

Run 11 programs at rating 5 on a response 6 commlink and you have versatility at -1D6 for your skill tests.

Since most “professional” computer users in SR4 are at rating 3 then running your programs at rating 4 with a response 6 commlink can be really, really good.

Think about it. Run ALL the hacking programs you might need and STILL have place for agents guarding your ‘link.

Let’s see:

11 rating 4 programs on a response 6 commlink lowers your response by 1 to 5.
17 rating 4 programs on a response 6 commlink lowers your response by 2 to 4.

Load 10 hacking programs at rating 4 and 7 agents at rating 4 keeping you VERY secure against any intrusion.
JonathanC
QUOTE (The Jopp)
QUOTE (JonathanC @ Sep 20 2006, 12:06 AM)
That is a little disheartening...Hackers start off basically capped in power (c'mon, you're gonna go Response 6 the minute you get paid from your first run), while Technomancers can only go up from there. Ah well...it really does seem like SR4 was created to be a bit harsh to technological characters.

Maxing out the commlink is a good thing but I would actually think twice of running max possible rating of programs all the time.

Run 5 programs at a Resp 6 commlink and you got high rating – but limit in programs

Run 11 programs at rating 5 on a response 6 commlink and you have versatility at -1D6 for your skill tests.

Since most “professional” computer users in SR4 are at rating 3 then running your programs at rating 4 with a response 6 commlink can be really, really good.

Think about it. Run ALL the hacking programs you might need and STILL have place for agents guarding your ‘link.

Let’s see:

11 rating 4 programs on a response 6 commlink lowers your response by 1 to 5.
17 rating 4 programs on a response 6 commlink lowers your response by 2 to 4.

Load 10 hacking programs at rating 4 and 7 agents at rating 4 keeping you VERY secure against any intrusion.

Um...the rating of programs has nothing to do with how many you can run at once before your Response drops.

From page 212:

"Response may be affected if you run too many programs. For every x number of programs you have actively running, where x=System rating, your Response is reduced by 1."

So you see, the only program rating that matters in this case is your System, which you'll want to be as high as possible.
The Jopp
QUOTE (JonathanC)

Um...the rating of programs has nothing to do with how many you can run at once before your Response drops.

From page 212:

"Response may be affected if you run too many programs. For every x number of programs you have actively running, where x=System rating, your Response is reduced by 1."

So you see, the only program rating that matters in this case is your System, which you'll want to be as high as possible.

Never said it did. But unless you plan to run the most powerful programs you can you might as well spend less cash on programs and stay at rating 4 for example. System and response should be maxed but as long as you plan to run LOTS of programs you should stay with a lower rating program than the actual system and response.
JonathanC
Why? For a little more cash for higher rating programs, you can run just as many, with the same amount of penalty, and get way more power out of it, to boot. There's no real advantage to running low rating programs that I can see.
The Jopp
QUOTE (JonathanC @ Sep 20 2006, 04:30 PM)
Why? For a little more cash for higher rating programs, you can run just as many, with the same amount of penalty, and get way more power out of it, to boot. There's no real advantage to running low rating programs that I can see.


Remember, higher rating programs requires higher response in order to run many of them. The difference is mainly 1-2 dice, that's all. You could run 10+ programs and another 7 agents running analyze on your firewall and all of them being armed with attack programs and other tools.

Each agent have 3IP's and runs analyze and/or spoof in cycles. That's 21 search checks per combat turn or one HELL of an army if someone attacks you.

Besides, "Average" is 3 in this game and 4 is above average, very few runners have 6-8 in skills and programs.
JonathanC
Sure, but why not just run 10+ rating 6 programs and another 7 agents? You'd have the same dice penalty, since you're running the same number of programs. The difference is, they'll be much more effective. smile.gif
Jaid
QUOTE (The Jopp)
Besides, "Average" is 3 in this game and 4 is above average, very few runners have 6-8 in skills and programs.

no, 3 is *supposed* to be average. given availability is the same for hacking programs no matter what rating, all runners are pretty much gonna have rating 6 programs at least, and response 5, right from the start.
The Jopp
QUOTE (JonathanC @ Sep 20 2006, 05:52 PM)
Sure, but why not just run 10+ rating 6 programs and another 7 agents? You'd have the same dice penalty, since you're running the same number of programs. The difference is, they'll be much more effective. smile.gif


mainly cash, it is after all 20-30k that differs between rating 6 and 4 program (if you got them all), besides, your agents cannot run higher than rating 4 programs anyway.
JonathanC
QUOTE (The Jopp)
QUOTE (JonathanC @ Sep 20 2006, 05:52 PM)
Sure, but why not just run 10+ rating 6 programs and another 7 agents? You'd have the same dice penalty, since you're running the same number of programs. The difference is, they'll be much more effective. smile.gif


mainly cash, it is after all 20-30k that differs between rating 6 and 4 program (if you got them all), besides, your agents cannot run higher than rating 4 programs anyway.

Yes, but hacking with rating 4 programs is stupid. You'll be easily caught with a rating 4 stealth program, and rating 4 attack/armor means you're going to get your ass handed to you.
The Jopp
QUOTE (JonathanC)

Yes, but hacking with rating 4 programs is stupid. You'll be easily caught with a rating 4 stealth program, and rating 4 attack/armor means you're going to get your ass handed to you.

That depends entirely on what kind of node you hack - I'd be surprised if the majority of all nodes one hack has over 4 in rating. Megacorps might go at rating 6 and regulars at rating 4. Civilian firms mostly at 3.

Besides, with rating 4 armor and programs I'm not alone, my 4+ agents are guarding me as well...
JonathanC
QUOTE (The Jopp)
QUOTE (JonathanC @ Sep 21 2006, 06:38 AM)

Yes, but hacking with rating 4 programs is stupid. You'll be easily caught with a rating 4 stealth program, and rating 4 attack/armor means you're going to get your ass handed to you.

That depends entirely on what kind of node you hack - I'd be surprised if the majority of all nodes one hack has over 4 in rating. Megacorps might go at rating 6 and regulars at rating 4. Civilian firms mostly at 3.

Besides, with rating 4 armor and programs I'm not alone, my 4+ agents are guarding me as well...

Agents can't protect you from damage. You can hope to overwhelm the IC that attacks you, but it will hit you, and with rating 4 armor, you're going to be screwed. As for the rating of the nodes...I think you're being overly optimistic. If your shadowrunner hacker spends most of his time hacking rating 3 nodes, there's something wrong. Are you shaking down highschool kids for extra cash? Anything work-related is going to be at least a rating 4, probably 5+. You don't want to be rolling the same number of dice as the system...you're not going to come out of it well.
The Jopp
Well, we can either say that everything corporate is AT LEAST rating 5+ or think back about the fact that if everything is cutting edge at 6 then there has to be variations in security. High security has rating 6 that i totally agree with but for hacking wireless networks like drones they would mostly be 3-4, very few will have a response of 5-6 due to the cost, only the biggest corps would have the budget to actually increase the response of an army of drones.

The problem with playing that "all" have rating 6 programs and max out response and corporations have at least 5+ security is that there is no room to grow. The game have a lower setting than in SR3 so the "street level" of the game kinda dissapears when everyone and his grandmother has skills of 6 and rating 6 programs - feels wrong to me.

Still, we just might have a different view on how we run our game is all. biggrin.gif
JonathanC
If you're hacking drones, 3-4 is reasonable. The thing is, wouldn't you need to hack the commlink that they're subscribed to first? And that guy sure sure to have a rating 5-6 in everything, he's a professional.

Most of a hacker's time, in my experience, is spent facing off against hardened matrix targets and other hackers. You just can't face that with rating 4 programs and an army of agents.
Wiseman
Wow, lots of good advice and ideas spinning here, and I'm happy to say its helped.

So we tweaked the TM a good bit, shifting around some points and since he had some karma to spend as well, there was a little min/max going on (I chose to look away).

Now the two seem to be more on an even field, as far as playability (in general at least). Though the hacker is still far more versatile, he's beginning to become a bit scared of the TM. (I like this).

The TM is starting to RP a lot more mystery and secrecy, and with the sprites (which are GM rp'd by me) having some funny arguements/conversations with the TM, its really added a good bit of color to the matrix and the TM in particular.

So this is what i'm seeing now, a much stranger dynamic with the TM and hacker which is a good thing. The hacker is still getting a lot more action of course, especially in the physical, AR, and with his agents (which he's seemed to emphasize more in compensation for the TM's sprites), but the TM is now trusted to not be trusted and to do something wholly unexpected when its most needed.

The TM is spending a lot of time waiting in the car though, but with the use of drones, I feel like he's still getting to participate mostly. (The hacker seems to think drones should be his turf, but the other players have been keen to divide the "electronic spoils" between them).

The ONLY glaring gap i'm still noticing is when it comes to skills. The hacker is doing a lot of stuff with even minor ranks in things like Locksmith and Forgery and social skills, while his skillwires make him a decent everyman in a pinch. The TM is almost completely matrix based (with I think dodge, two types of pilot, and gunnery)

But at one point when things got a little heated between the two, the hacker (who tended to bully the TM a bit initially) seems to have backed down with more than a little fear.

I must say thanks again to the many different thoughts and approaches to this problem that ultimately let the TM player feel out some different options and which allowed me to properly emphasize the TM weirdness.

I'm still not entirely certain that the TM is a "positive quality" but it IS only a 5pt difference.

My final thought after purchasing street magic (really well done by the way for those of you who haven't picked it up), is that with similar concepts applied to the TM, they really will have some better options that will seal the advantage (however slight) even if a good number of new programs are released. Whenever the damn unwired book comes out. Until then, I can't say I feel TM's and in a small part hackers aren't finish. (I want the smoke, tar pits, and some other revised programs back)

So the end summary is that the inexperience of both myself and the player started to lean down a road I wasn't pleased with, and with a few minor adjustments to play style and the character in question, things are looking up.
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