QUOTE (Chrome Tiger @ Sep 15 2009, 11:52 AM)

3278: Yeah, +2 from the control rig. What about the extra dice used to control that aircraft in adverse conditions using your pilot aircraft skill that the Hacker is unlikely to have at all?
Absolutely. But let's say that hacker
does have the skill; the only difference between him and the rigger, then, is two dice? I think that's lame. Yes, those two dice are cheap in essence and nuyen, but that's all you get. There are only a couple of other bits of cyberware to boost your ability; where's the gonzo option to spend almost all my essence on a control rig and end up with a handful of dice?
Maybe that's a constructive avenue of discussion: what pieces of cyber
do improve the rigger? Control rig, obviously, as well as the control rig booster. Can we produce a list of all the cyberware that's helpful for a rigger, in one way or another?
QUOTE (Chrome Tiger @ Sep 15 2009, 11:52 AM)

The game itself is drifting away from canned archetypes...
Wow. Really? I always thought the best part of SR was its utter lack of classes; you could play a guy who could rig and cast spells, for crying out loud! [SR4 allows that, as well, of course.] But I don't see any tendency to widen that gap in SR4 over SR3 [or 2 or 1].
QUOTE (Chrome Tiger @ Sep 15 2009, 11:52 AM)

Tell you what, you build a Hacker that will excel at Hacking the Matrix. Load him out for all out cyberwar, spend those points on nothing but the skills and programs that any teenage Hacker would have sitting in his mom's basement doing nothing but hacking. I will take that character and put him on a plane that is in the middle of a hurricane in the Carib, spiraling out of control, with a 'Rigger' character built up with the same points that has spent his time growing up working with vehicles, has a control rig, and was flying his daddy's cropduster and has a high piloting skill and knows how planes work. Who is more likely to pull you out of it?
I certainly take your point, but that's not really the issue at all. I understand that skills differentiate abilities, in rigging as in all else, but it used to be there was more cyberware [and more rules] to differentiate riggers from anyone else, as well. Skills have
always been a differentiator; your scenario played out in SR3 would be no different: decker without vehicle skills versus rigger with vehicle skills, no contest. But - and again, this could be my ignorance of SR4! - an SR3 rigger with vehicle skills could, as far as I can tell, whip the hell out of an SR4 rigger with vehicle skills, simply because there's more non-skill benefits to be had for him.
QUOTE (Chrome Tiger @ Sep 15 2009, 11:52 AM)

And regarding vehicle creation and modification? SR3 was not a cornucopia of rules for that, either. It was not until Rigger 3 that SR3 got a majority of its Vehicle creation and modification material and its more advanced rigging rules.
Yes, it wasn't until the Rigger book that most of the rigger rules were printed, in SR1, SR2, and SR3. So where's my Rigger book for SR4? If there's going to be one, I have no complaint; I just have to wait. But Arsenal, Augmentation, and Unwired all have some rigger content, and you
still can't make a vehicle from scratch. No bueno.
QUOTE (Chrome Tiger @ Sep 15 2009, 11:52 AM)

True, SR3 Core had a lot more on vehicle use and combat than SR4 does, so I agree they dumbed that down significantly in the core. Arsenal does, however, expand upon all of that and gives some pretty decent content for vehicle and drone modification. Still not as expanded as Rigger 3, but far from all of the gritty details being gone.
That's really all I'm lamenting. I'm not saying SR4 prevents riggers from being playable, or eliminates them as an option, I'm saying they're dumbed-down, simplified, less expanded, and lacking much of the gritty detail that I, personally, enjoyed in SR1-3. [Okay, mostly 2 and 3; RBB1 was...sad.]