QUOTE (Yerameyahu @ Oct 14 2010, 03:51 AM)


I thought it was clear from context, but it's a tiny drone with really one purpose: hook up an optical line tap, so you can Intercept Traffic over it.
Now, Cheops, you're right that the book doesn't explicitly say you can connect this way, but you can alter/insert your own traffic. That should be enough, in practical terms, to make a connection. The nodes involved might notice, but that's why it's a hacking action. Whether it amounts to RAW or not, I'm not arguing. Where exactly is 'Dataline Tap' in the SR3 core book, btw?
Same thing but it specifically rules that it also serves as a Jackpoint which means that you log-on your session where ever you happen to be plugged in. They allow you to create illegal jackpoints. So if you tap into the telephone box on the street corner you get onto your LTG. If you tap into the main trunk coming out of a corporate facility you log into their Host. You'd still need to hack access or else you'd only have whatever public access was available. But it was very helpful for bypassing any potential matrix dungeons your GM had set up to secure the system. Downside was you usually needed to physically be on site because no one else had the skills/gear to hook it up for you.
Altering/insert traffic is very different than actually accessing a system. The best it could do for you in SR4 is get you the AID so that you can try to hack directly into the node you wanted. So you could bypass the matrix dungeons that Unwired re-introduced to solve the problem of nodes being easy to hack despite one of the design goals of SR4 being to get rid of the matrix dungeons.
Deckers perfectly illustrate another thing that irks me about SR4. There is very little room for advancement in your specialty and gear upgrades are so easy to get. It was always such a great feeling the first time your decker used an MPCP 10+ deck. Or your Sam/Rigger pulled out some SOTA new Mil-spec gun and blew someone away. Or when that last die stopped spinning and you realized your mage could now cast a Force 10+ spell. You felt like you'd taken a major step in your chosen field.
Now, everything is so easy to get (under the same restriction that existed in SR3 -- GM permission). Like I said up-thread, a top of the line commlink is something that can be TOSSED IN THE GARBAGE at only SLIGHT loss. We had Deckers and Riggers die in the past because they refused to abandon their gear. That 1.5 million nuyen deck was precious to them. Betaware was something that was REALLY hard to get and cost an arm and a leg (often literally).
And as a GM it was fun to also see this growth happen. I could take pleasure in their glee and blowing away my baddies with their brand new mortar, rocket launcher, military drone, or mega-spell. Challenges were more scalable by "cheating" and artificially inflating the TN to make things difficult for them. There were never situations where success was impossible -- everyone had a CHANCE. Sure, you ended up with crazy stuff, but Shadowrun was about the crazy, gonzo fun.
We didn't have to have any gentlemen's agreements at the table to not break the system because it a) was harder to do, and b) didn't matter. We didn't have to purposefully underpower our starting characters to give them room to grow. And we could grow both vertically and horizontally in all classes -- not just awakened and resonance.