QUOTE (Malachi @ Mar 4 2009, 05:08 PM)

Yeah... I'm with you to a point on the "automatic actions" type stuff, but there is a limit to it. I would allow for "standing orders" of player actions given strict parameters: "After every Hack, I change my Access ID." As GM, though, you need to be careful with letting this go crazy on you. After the Hacker makes a carefully planned intrusion does he always need to state the Access ID change? No. But what if he had to Hack a corp system to cover his team's hasty exit while they were being chased by security units all the way to their safe house? When did this "unannounced" Access ID change happen then? Players will argue that it happened the soonest instant it could have in order to be most advantageous. Is it realistic that the Hacker would think to change his Access ID while exchanging shots with the corp security guards while speeding away in the group's van? Probably not. As a GM it seems reasonable to assume that the Hacker's Access ID could be used to track the group back to their safehouse. Your player will undoubtedly argue against this. Be careful of "auto-magic" actions.
Yeah, I used to struggle with the auto-action myself. There's a lot to keep track of in-game, and assigning auto-action to it makes it easy to ignore really burdening (and boring!) SOP. I actually settled with using a mechanic from the old Top Secret: SI Commando supplement called "Friction". In any op, there is always a chance of Something Going Wrong™. The more complicated things are, the more that chance increases. Bring more people? More friction. Have lots of really awesome but complex gear? Friction. Plucky but trouble-prone kid needs extraction? OMGFRICTION.
The TS:SI Commando rules are very very complicated with this, mostly because they strive for realism, but I just tend towards the simple so I do the following:
At opportune moments (GM Discretion, but right-before-combat is a good time) I have every player roll 1D6. I'll subtract 1 from their rolls if a run is sufficiently complex, or 2 if there are *tons* of moving parts. On any result of 1 or lower, Something Has Gone Wrong. Again, this is GM discretion but it could be anything from forgetting SOP to having gear malfuction, to having an extra patrol that wasn't accounted for or expected, etc. If I'm feeling particularly generous, I might allow the player(s) experiencing the Friction to roll appropriate Stat+Skill or Stat+Stat to see if they can mitigate the results of the Friction.
This has the awesome effect of introducing unexpected elements that do occur in any complex sitution into the gameplay without burdening players or GM with accounting for every little tidbit of SOP.