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deek
From a GM perspective...if I set up a network for a run, and I have a rule that you can only access Node B from Node A, am I breaking any sort of rules or being unfair to my players? I mean, if I want Node B to only be visible from Node A, can I not do that? So, no matter what sort of hacking, scanning, spoofing, exploiting...nothing can be done to Node B until the hacker is in Node A...

And then the same goes the other way, is there anything against a hacker setting up his dual commlinks in a way that it is not possible to see Comm 2 unless you have already accessed Comm 1? I really don't care about the particulars, but if the player and GM agree that yeah, that is possible, I'll let you do it, is there any need for more detail? I mean, the rule then is that for this instance, Comm 2 cannot be hacked because it is not visible or accessable unless you are "in" Comm 1.

Assuming I don't care about how it is done, tracking subscriptions, whether implemented by hardware, software, wired or wireless...that is it just so (as I know it is possible in the real world, but why do I have to try and figure it all out for a game)...

Just a question/comment. My take is, that if I design a network for my players to break into, and I say that certain nodes only are accessible from other nodes, well, then that is the case, no way around...I don't think that is causing problems or imbalance. That's basically saying that in order to get into the "kitchen", you are going to have to walk through the "living room"...right?
The Jopp
QUOTE (Sleepyman)
I would rule that if Fort Knox never accepts data from the matrix, then all previous levels have to be hacked. On the other hand, if the characters find out that foolish guard likes to play WoW XII every evening from a terminal in Fort Knox, then the hacker only has to beat node 4, not the other nodes.

Well, that depends. Is the guards computer connected to said Node? Even if he played WoW from the actual node 4 you would not be able to hack it directly as you must be able to access the node as it is wired and not wireless. You can track the data TO the node but you also realize that it is behind one or more nodes that not allows you any access unless you hack them.
DireRadiant
QUOTE (deek)
From a GM perspective...if I set up a network for a run, and I have a rule that you can only access Node B from Node A, am I breaking any sort of rules or being unfair to my players? I mean, if I want Node B to only be visible from Node A, can I not do that? So, no matter what sort of hacking, scanning, spoofing, exploiting...nothing can be done to Node B until the hacker is in Node A...

And then the same goes the other way, is there anything against a hacker setting up his dual commlinks in a way that it is not possible to see Comm 2 unless you have already accessed Comm 1? I really don't care about the particulars, but if the player and GM agree that yeah, that is possible, I'll let you do it, is there any need for more detail? I mean, the rule then is that for this instance, Comm 2 cannot be hacked because it is not visible or accessable unless you are "in" Comm 1.

Assuming I don't care about how it is done, tracking subscriptions, whether implemented by hardware, software, wired or wireless...that is it just so (as I know it is possible in the real world, but why do I have to try and figure it all out for a game)...

Just a question/comment. My take is, that if I design a network for my players to break into, and I say that certain nodes only are accessible from other nodes, well, then that is the case, no way around...I don't think that is causing problems or imbalance. That's basically saying that in order to get into the "kitchen", you are going to have to walk through the "living room"...right?

Yes, as GM you can always do what you want. No problem there.

I just don't think that's the "standard" or "default" setup for generic everyday wireless matrix in the SR4 universe.

On the other hand, I think it's perfectly reasonable for an isolated and secure node/host/network that uses actual wires.
deek
Well, even wireless...I mean, I don't think its okay to just say, "that node can't be hacked", but I am fine with saying, "that node can't be hacked unless you are hacking it from Node B, so why don't you hack that node first".
DireRadiant
QUOTE (deek)
Well, even wireless...I mean, I don't think its okay to just say, "that node can't be hacked", but I am fine with saying, "that node can't be hacked unless you are hacking it from Node B, so why don't you hack that node first".

The fundamental issue is that with wireless contrasted with wires is that with the wire you can have the node/host/machine set to trust anything that comes down that pipe. In order to beat this you need to find the pipe, and in SR3 there was the good old line tap to get you into the line.

With wireless there is no physical connection. The Node B is listening to radio waves. You can't tell one radio wave of similar characteristics from another of the same characteristics.

Imagine you are blind immobile one eared person strapped to a bomb and you have a the bomb trigger in one hand and a bomb release in the other, but you don't know which. Luckily for you your friendly bomb expert, who you've known for years and trust implicitly with your life is supposed to be in the room and can help you. Unluckily for you there's a mimic ventriloquist who wants to see you go to pieces around. You hear a voice, the voice you been told and know to trust say, "Press the left button!". What do you do? It's your friends voice! You can trust it right?

Imagine the evil ventriloquist mimic also knows all your prearranged codes and signals too...

When you don't have that confirmation through some other medium it's much harder to do authentication.
Sleepyman
QUOTE (deek)
Well, even wireless...I mean, I don't think its okay to just say, "that node can't be hacked", but I am fine with saying, "that node can't be hacked unless you are hacking it from Node B, so why don't you hack that node first".

I like that for important nodes, but I'm worried what that would do to combat. If every runner and vehicle had commlinks nestled behind others, then hackers need extra complex actions to make their way in. The outer commlink wouldn't even have to be any good to cost the hacker some IP. The combat would be over before the hacker gets to play.
Sleepyman
deek
Okay, I see your point with the physical connection...I mean, a radio wave is a radio wave.

But, what if in order to access Node A, you have to have some random, encrypted, changing code synched up with Node B, and only when you are passing the data to Node A and it confirming it with Node B do you have access...

I guess my point here, is that I could come up with complexity after complexity, layer after layer of security and obstacles and subject the hacker to jumping through all those hoops, just to say, yeah, it can be hacked, but you'll have find a loophole in the 100 steps I have outlined above...

Or, I could not have to think about it and say, um, yeah, if you are in Node B, not only do you see Node A, but you can now attempt to access/hack it... Now there may be some infintismally rare exploit available to access Node A without Node B, but...does one really need to get into that low level detail?

Again, I think from a "player" perspective, a lot of people are afraid of getting hacked all the time and want to be able to say thier comm can't be hacked...in reality, I've run for close to a year with the same group and only once have I ever had a desire to hack a player's commlink...and I did, stole some phone numbers and the team's hacker eventually found out and traced it back. The group doesn't have a single agent, IC or anything besides a decent firewall and I think that is safe enough, even for runners...
Jaid
QUOTE (Rotbart van Dainig)
QUOTE (Jaid)
the thing is, there are no rules given for tiered networks, or chokepoints, or anything like that.

QUOTE (SR4v3 @ p 223, Network Security)
Not all networks are configured as mesh networks—many corporate systems, in fact, retain a traditional tiered network structure. In a tiered structure, some systems can only be accessed through another system first, with the most secure systems hiding behind several layers of security. These networks employ a wide variety of tricks to limit access, including high-security traffic chokepoints or vanishing, teleporting, secret trap-door, or one-way access nodes. Some of these systems and networks are only accessible from private grids or are entirely isolated from the Matrix.

those aren't rules. that's descriptive text. there's no numbers assigned to that, there's no indication of what it means in game terms. it's great descriptive text, and i can certainly see how you would interpret that to mean that it has certain game rule effects, given a background in previous editions of shadowrun. but someone coming in, totally new to shadowrun, is not necessarily going to read that and understand it to be a statement about the structure of a group of nodes... it can just as easily be read as an explanation of what sort of defenses are included in firewalls, and a system with many of those tricks is basically a system with a firewall of 6 (or even higher).
Rotbart van Dainig
That's an interesting argument, but it doesn't really matter - it doesn't explain the other tricks, but it does so for chains:

'Not all networks are configured as mesh networks—many corporate systems, in fact, retain a traditional tiered network structure. In a tiered structure, some systems can only be accessed through another system first, with the most secure systems hiding behind several layers of security. '

That's enough to work with, and the meaning is pretty clear: If there is A, B and C in a tiered network, you need to hack A first, then B, then C - instead of simply C in a meshed wifi network.

Mostly that's because it doesn't need knowledge prior to SR4, as the terms tiered network and meshed network are 'real' terms.
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