Preface to my post: I can save readers alot of time by saying that you can ignore this entire thing and if you just hash out expectations with your GM before the game you can save yourself a lot of grief. But the matrix rules are so opaque that anything I say may work completely differently in your game.
QUOTE (b1ffov3rfl0w @ Mar 31 2008, 09:52 PM)

Anything that can be skinlinked should be, anything that doesn't absolutely need wireless functionality should have it off (and the wireless programmed to come back on at a preset time, or manual switching if that's feasible), you should have decent firewall (and ICE) on your commlink, regularly spoof your ID, use anonymizers, be in hidden mode unless you have to broadcast ID (and then, obviously use a good fake). That's pretty much it, I think.
This is all good advice, and I think the key differentiator between us is that in my opinion, the bad guys do that too. If someone cares enough to have armed criminals steal it/shoot it/examine it the own should, imho ymmv, care enough to protect it. All my comments follow logically from this point. If you disagree on that key assumption (that security personnel will secure their systems with the same intelligence and flexibility as players) then my points are not going to be agreed on.
QUOTE (b1ffov3rfl0w @ Mar 31 2008, 09:52 PM)

Well, you know, you're right about A -- nobody but a really super-great hacker or initiated Technomancer should be finding it easy enough to really go around hacking cyberware (although I don't envision most people having 3 agents just for defense). Easier to shoot someone, sure, but what if you don't want to shoot him? What if you just want his image link from the cyberware scanner to not display that the "janitor" going into the building has wired-2 and aluminum bone lacing? Bad example, probably, but the point is that sometimes I might want to do something other than "incapacitate/kill Guard X". And of course the idea is usually not to use hacking as a Control Actions spell or something like that, but to be able to (a) feed in false info or (b) force the other guys to shut off some ware. Most of the time you're better off locking/unlocking doors, suppressing alarms, controlling the building lights/sprinklers/foam/stun gas/machineguns.
Well, the specific question was 'hack cyberware' not 'hack the MAD thing' and again that is actually a pretty difficult task because you have to hack it on the fly.. and why doesn't it just have a monitor like a conventional security thing today and wires? Same for the doors (I'm assuming at this junction the rules for bypassing locks are supposed to do something) and the defensive systems in arsenal have 'drones on rails' for the specific reason they are harder to hack. Why wouldn't the lights, sprinklers, foam, stun gas and machineguns also use wires? The game specifically says that wired is a good idea as it harder to hack. Argh.
So your example really doesn't working in light of your comments in paragraph 3. The cyberware scanner doesn't need wireless connectivity except to get atabase updates, which I imagine it does at 3 am when no-one uses the facility, so it doesn't have it turned on, or just has a wired connection. So that entire example is not something you can do, unless you assume that the bad guys are morons. Unless you crash his cybereyes and run past in the confusion. But then you could toss in a thermal smoke grenade and run past in the confusion.
QUOTE
I really don't see people in general using old-fashioned mobile phones duct taped to gimped commlinks, or whatever the spoiler thing said, but then I also don't see other things like slaving a dozen commlinks all running copies that you made for free of the same Agent and Firewall (but somehow they all have different flaws, so hacking one doesn't get you past the others), or any of the other things like that which are, to me, game-breaking silliness.
You don't really have to have dozens of commlinks ironically, as soon as you install cyber or whatever you tend to end up with loads of computing power because each component is a device.
You don't particularly need to do do my layered setup though (despite that being what I do when I play a mage in a conventional game, because AR doesn' help spellcasting, and the sat phone allows me to stay connected), and the agents are just gravy on the fact that every item in that change might spot the attack and reboot itself severing the connection. However, even a very elementry setup gets the same effect.
Scenario: just one agent running analyze and attack slows things down pretty hardcore. It actually makes any layered defense hacker proof i'm pretty sure, because I think in a setup like wireless -> Commlink (R3 with 3 programs loaded) ---- Skinlink --> DNI, you actually need your persona to be in the commlink node to run the exploit to the DNI, and that would exceed the response of the commlink (5 programs, stealth, exploit, agent, analyze, attack loaded), leading to terminal slowness/crash.