Ok. I've read it and re-read it. What does it answer and why is it even an improvement? Sure, the device where it's used needs to be able to read the alchemical passkey but since it appear to be sending regular digital data I don't see how that, in any way, bothers a hacker spoofing the terminal id or a technomancer. Perhaps both devices are also communicating magically but the lack of an astral presence makes that hard to believe.
Maybe you know what makes it secure, but reading it, I sure can't figure it out.
Maybe you know what makes it secure, but reading it, I sure can't figure it out.
Oh, I never said alchemical passkeys were better in any way, except being harder to forge. I just said that was how it was done.
Honestly, the rampant argumentation concerning encryption is tired because it has already been done, to death and beyond. There exists two grades of encryption in SR and in the real world: unbreakable and breakable. The latter is the most common, and comes in a variety of flavors, levels of difficulty, etc. The former is essentially one-time pads. If it is not a one-time pad, then given sufficient resources, time, effort and ingenuity the code can be broken. That's true today, that's true in Shadowrun - the only difference is that in SR the means to break standard encryption have been extremely improved. This was explained away as a mathematical breakthrough, but really it's an excuse to allow the player characters to break encryption in something resembling the time frame of a standard session; no one is going to want to devote years of their game life to break the encryption on a single email from some Renraku middle manager's misstress when they can pirate a decryption program and get it done with a couple die rolls. Basically, the difficulty of encryption in a given game or a given situation in a game falls down to how difficult the gamemaster wants it to be - Zurich Orbital, as the epitome of trying to run up a skyscraper, is going to be described as "unbreakable encryption" even if it is feasible to break the codes, because the need is there to impress on players and player characters that it is not easy.