QUOTE (Draco18s @ Oct 9 2010, 09:38 AM)

And thus we encounter the issue with ratings 1-6:
Joe Runner with his Rating 6 software can hack the Zurich bank without being detected. Not often, but with reasonable frequency (the bank has a mere 2 dice lead).
If you are actually trying to detect the intrusion, the System gets 17 Dice per Roll (Analyze + Firewall; Target your Stealth Rating) vs. your On the Fly Hacking attempt (Hacking + Exploit, Target 9 (Firewall) + Access Rights (I would say Security as a Minimum (+3) or Admin (+6) + VR Bonuses, if any)... so my 17 Dice to hit your Stealth of 6 vs. your Hacking Pool for Joe Average of 9-13 Dice (Skill (3) + Software (6) + VR Bonuses) in a race to the threshold (Mine is 6, yours is 12-15)... Who is going to win that race do you think?
For Slow Hacks, I will only get 1 Roll to detect you, but the odds are still in my favor with 17 Dice... I will still likely detect the intrusion...
Any Alert will raise this threshold by 4 for the System... good luck Joe Average.
Once you are in the system, the rolls for remaining stealthy are opposed (Hacking + Stealth vs. System/Firewall (Can't remember off hand) + Analyze) to detect Stealthing Characters. The system still has the advantage (IC can be set to Analyze each and every Round after all, and there can be multiple IC on a Node, as you can see from the ZO-TS Write-up)... I say that you will likely never get to this stage to begin with, because you will never penetrate the system as Joe Average, so it does not really matter...
Joe Average hacker will not have the dice pools to beat the ZO-TS in New York... Remember, the stats given (Skill 3) are for a
Professional with
SOTA software... so, I would expect him to lose... even a
Legendary Hacker (Skill 7) with a Exploit of 6 and Stealth 6 with VR Bonuses is still 1 Dice down from the ZO-TS basic dice pool, and will STILL be detected in the most likely scenarions, all other things being equal.
Now, A Technomancer at Start can actually compete and often defeat the ZO-TS out of Chargen... If your Technomancer has a Resonance of 5, then he can generate a Stealth of 10, and an Exploit of 10... powerful indeed... Makes someone like Fastjack obsolete (if you just look at the basic mechnics of the game and not the fluff), and they only get better from there with Sprite useage and Echoes.
and
Yerameyahu.... Ultraviolet Nodes DO exist, regardless of where they may be located, and the fact that they do requires Node stats of at least 10, with commensurate programming power to support it. That simple fact, and the hard text in Unwired proves that program ratings over 6 are a part of the world. You may not agree with it, but it is there. I have no problems with that. It is a goal for the future Fastjacks to aspire to. After all, I am sure that Fastjack has program ratings that the MegaCorps would drool over if only they could get their hands on them. It is possible for a single entity to have technology that surpases the masses, it just takes time and effort (and maybe a significant amount of money), and is generally a part of the plot in some way or fashion.
Our game has had the ability to surpass the Rating 6 threshold since the beginning, with the Character responsible for coding those programs themselves. Very few characters take the time to do so because it can be time intensive (And takes away from the Gameplay, or at least should unless other circumstances are in play), and can cost money for the Programming Environment access if you want the bonuses that the Environment provides.
Theory Crafting is one thing, and there are individuals on the boards that do nothing but that to see where the game breaks. But until you have played out that theory in a real game, you can never be sure that it will be a problem. I can tell you from experience in a Very Long game (Well over 2 years know), with decent levels of Karma (302 for my current Character), that Program ratings from 7-12 are not game breaking. I cannot comment on Ratings above 12 (the only one in our current game that has even close to that capability is the Technomancer, and he can Thread to 14) as I have yet to really see them in play long term. OurTechnomancer once threaded his rating 7 Stealth CF to 13 Once (and only once), and it was pretty impressive, but nothing all that spectacular, as the system he was on really required that level of Stealth, and even still, the opposed roll failed him and he was still discovered... the Dice are often Capricious that way, Regardless of Edge expenditures.
Anyways...