QUOTE (Draco18s @ Aug 24 2011, 10:38 AM)

We need:
1) Everyone uses the matrix regularly (at least, the players. Joe Blow walking down the street might just have an AR ad overlay and make purchases and not need to hack open doors).
2) Hacking a device (directly) should take no more than 1 opposed test.
3) Cybercombat should be rare, but unavoidable, and
not deadly.
4) Hacking should be required to be on-site, rather than contracted out to India (I don't care how many wireless networks there are. The security camera
are not on the internet!)
5) Defenses should be cheap, attacks should be expensive (the cybersam shouldn't need to worry about the nuyen cost of his Firewall and Analyze, however the hacker should need to pay out the nose for Exploit and Spoof, just like the sammy did for his AGL 9 arms and his DoublePlus Hightech Supermach gun, but only shelled out 800

for a flak jacket)
6) Reduce the number of programs. First aid is possible without a first aid kit. Hacking needs to be possible without 12 hacking programs. They should
aid not
enable (in response to the unasked question about my prior stance of programs enabling actions, I mean in a general sense of performing specific, more niche uses of the skill; Special Powers if you will).
7) More Hardware, Less Software. Hackers need beefy computers, home users do not.

Hacking needs to be limited by
target more than
self, in some way. Hacking into a device of rating 1 should impose some kind of penalty (it should be easy, but slow).
I like this list. Here are some basic ideas as to how I'd like hacking to look:
Wireless Doesn't make a device insecure: Wireless encryption cannot be broken. The only way to hack a networked device is to either gain physical access to it, and thus the hacker must go with the team, or to go through the network, where the hacker can take the team with him (more on that later).
Spoofing an object is possible, but only if you've alreay aquired the encryption key. This can be done by:
a. Hacking the device through a physical port and finding the encryption key.
b. Opening the device and using special tools to read the encryption key directly from the device's memory.
c. Hacking the network itself to find the encryption key.
Once the key is acquired, it only requires an action to send a command to a compromised device.
Encryption on files can be broken, but it takes a long time and powerful hardware, so isn't done during the run.
Barrier to Entry: Being a hacker requires a cybernetic implant called a Cyberdeck, as well as other specialized computer equipment. It also requires skill. I'm not entirely convinced that programs should even enter into it, what with software piracy.
Hacking is a Team Effort: Cybercombat, unlike hacking, only requires a little skill and the right gear. If all the members of a team are networked through the Hacker, they can join him in cyberspace. When the Hacker gains access to a node, so to do his allies.
Essentially, the hacker does all the intrusion work, but the team can help in cybercombat so long as they have a few points in Cybercombat and a weapon.
Cybercombat weapons should be part hardware. Cybercombat is often handled by actual people helping a network's spider. This way, cybercombat really is combat. IC are similar to drones in that they require special hardware to partake in cybercomat and have to be plugged into the network.
Even Joe Public is Protected: Hacking used to be a problem for individuals and their commlinks. These days, Matrix Service Providers and independant companies offer security networks. For a monthly fee, you can have all connections routed through this network, which provides you high levels of protection.
Thoughts?