QUOTE (Bignaffer @ Aug 3 2009, 11:52 PM)
i friend of mine brought something up i though i would mention here. if you can hack a cyberlimb and control it, would it act like a drone?
for example, if i am a hacker with a cyber arm...i only have 1 meat IP but 3 matrix IP's...could i go hot sim, hack my own arm and get 3 meat IP's(for actions only with that arm of course). i understand that i would go limp otherwise but if it works it could still be useful at times.
also...could you put a pilot program in a cyber arm and activate it when you need it allowing it to act as a drone aiming and shooting with its own 3 IP's seperate from your own?
O....K.....
I've been reading the hell out of Matrix and Rigging rules for the last few days (prepping to play a Technomancer for the first time) so I've got a clear understanding of what you're trying to do and what the result is. My research into "How do I hack that guy's cyber so that I'm effective in combat" lends well to your question. Some of what I got is off the Catalyst website and answers to some of their questions posted there.
Here's the deal. You have 1 IP in Meatspace. You have 3 in VR (hot sim). Got it. But if you can go 3 times in VR, why only the once in Meatspace?
Oh, you have Wired Reflexes or MBW or the bio equivalent? Sweet! You have 3 IP's in Meatspace because you're neural structure has been boosted by technology. Your nervous system, your muscles, everything has been upgraded by tech to boost the speed and coordination (cause at that speed coordination's a bitch) of your body. INCLUDING your cyberarm.
Can you hack your own cyberarm? YES!
Can you put sensors and stuff on it to allow you to shoot it from VR? YES!
Can it act at 3 IPs when you've only got one normally in Meatspace? NO!
Your arm MIGHT be capable of acting that fast on its own, but your nervous system is NOT.
I've figured out that with a couple of Machine Sprites and my own Technomancer, I can hack an opposing SR team's cyberware with little to no problem, once I get into their Pan (assuming they actually want to USE some of their Cyberware and not have it OFF. EVERYTHING has a wireless signal and if the GM says their MBW is not broadcasting info to their cybereyes which is linked to their smartguns which is linked to their PAN so that they can get those neat bonuses in combat, then they're stupid and they should be getting massive negatives anyway, but I digress...)....where was I? OH yeah...
SO, if I come up against a runner who's a complete cyber freak with cyberpsychosis and has .01 Essence but only has 2 IPs, guess how many times I can make him shoot his own team? Yup, only twice. Even though I'm "rigging" his entire system, he's only going to be able to fire as fast as he can fire.
And the same goes for your cyberarm.
Look at it this way, all your cyber has to work together to function properly. And without MBW, or WR, or Bio equivalent (brain fart, cant' remember the name of that one) your Cyberarm would HURT you if it moved 3 IPs independent of the rest of your body.
My opinion? Just buy a damned Steel Lynx and trick it out for MAD damage and put a rating 6 Agent in there to run the thing. Its better than having your GM tell you, "Hey, it worked! Your arm shot 3 bad guys in one round! Gratz dude! You got MAD skillz! Oh, btw, it's lying on the floor, ripped from your shoulder. It wasn't designed to withstand the torque of that kind of speed because you don't have that kind of speed. The surgeons can fix it though.... assuming that you don't bleed out from the 30 DV I'm assigning you for being a twink and having your own cyberarm ripped from your shoulder (taking some bone with it I might add). But hey! You did kill those 3 guys! Good job, have a Karma point for that!"
Yeah, buy the damned drone.