QUOTE (hyphz @ Jun 4 2011, 07:17 AM)

I was only responding to the post above which said that Cyberware hacking was an attempt to involve hackers in regular combat and (according to that post) it apparently failed so bady it had to be retconned.
How does it work in your games?
Well, it is most useful for obtaining Eyes on the situation, through whatever surveillance the location already uses. Combine that with the abilities to intercept the Opposition's communications, and you have a powerful advantage (Assuming that you can keep them from using those same tricks against you).
My Most recent Hacker was a Cyberlogician, that coordinated the Tactical Network, employed Drones, and used any and all of the In-Place Systems. Generally, hacks consisted of Initial Discovery; Decryption, Hack into the System (Assuming I had not prepared a Backdoor or Login prior to the Run, which I accomplished about 65-75% of the time), and then subversion of the system to suite our needs. Opening Doors can be done through the Security Protocols, of course, or through hardwired access (for those doors not covered by Security Access). We had a Technomancer who could handle the Direct Touch stuff (Like Doors).
It is mostly a very fluid Situation, because all GM's do not run the Matrix the Same. Some will only use a Single Node, while others may use layered defenses and chokpoint verifications. We tend to stay away from the Cyberware Hacking, because most 'Runners know better. It is generally a waste of time to attempt, unless you are going against an unseasoned 'Runner or Security Force. It is often better to screw with their data Feeds thatn it is to screw with their 'Ware.
Anyways... My Hacker has been quite useful, and has a significant impact on our games. On Ocassion, a Hacker needs a bit more time for some setup. When we had to plan for an Infiltration on a Zero-Zone facility, The character I played was required to physically infiltrate a Corp Facility as a Security Spider, and then find all the Security and Matrix Protocols (as well as a few Major Corporate Security Spiders AID's) for that facility, and then set up a Trojan to prepare for our Final Plan on the Zero Zone. What kept this from being an Old-School Matrix crawl was that the others had their own things going on at the same time, so no time Disconnect in play, as it was all handled in cut scenes - Took 2 weeks of game time to actually pull off, after a year of initial planning). When it comes to crazy things like Resonance Quests (for the Technomancer), the GM either runs that away from the Group, or we all participate. For Extended Penetration hacks, the entire group may participate, and most do, in some fashion. This may not be doable for a new character group, but the majority of the characters in our group all have high end gear (courtesy of my Hacker) and have at least passable Hacking Skills, or other tools that will help (Decent Level Agents). In the end, we have been able to keep the Matrix stuff pretty fully integrated with the rest of the action, since all actions happen at the same time (no more disconnect between Meat World Actions and Matrix Actions).
Its been quite fun, in fact.